Book Image

Hands-On C++ Game Animation Programming

By : Gabor Szauer
Book Image

Hands-On C++ Game Animation Programming

By: Gabor Szauer

Overview of this book

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.
Table of Contents (17 chapters)

Implementing meshes

The definition of a mesh is dependent on the game (or engine) that implements it. It's beyond the scope of this book to implement a comprehensive mesh class. Instead, in this section, you will declare a naive version of a mesh that stores some data on the CPU and the GPU and provides a way to sync the two together.

The Mesh class declaration

What is the most basic implementation of a mesh? Each vertex has a position, a normal, and some texture coordinates. To skin the mesh, each vertex also has four bones that might influence it and weights to determine how much each bone influences the vertex by. Meshes usually use an index array, but this is optional.

In this section, you will implement both CPU and GPU skinning. To skin a mesh on the CPU, you need to keep an additional copy of the pose and normal data, as well as a matrix palette to use for skinning.

Create a new file, Mesh.h, to declare the Mesh class in. Follow these steps to declare the new...