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)

Storing the skin palette in a texture

Pre-generating the skin matrix cuts the number of uniform slots that the skinned shader needs in half, but it's possible to reduce the number of uniform slots needed to just one. This can be done by encoding the pre-generated skin matrix in a texture and reading that texture in the vertex shader instead of in a uniform array.

So far in this book, you have only dealt with the RGB24 and RGBA32 textures. In these formats, the three or four components of a pixel are encoded using 8 bits per component. This can only hold 256 unique values. These textures do not provide the amount of precision needed to store floating-point numbers.

There is another texture format that can be useful here—a FLOAT32 texture. With this texture format, each component of a vector gets a full 32-bit floating-point number to back it, giving you full precision. This texture can be sampled with a special sampler function that doesn't normalize the data...