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)

Summary

In this chapter, you learned the math behind dual quaternions and implemented a dual quaternion class. You discovered some of the skinning artifacts that can result from linear blend skinning and how dual quaternions can be used to avoid these artifacts. The dual quaternion skinning shader you implemented in this chapter can be used to replace the linear blend skinning shader.

If you look under Chapter14 in the downloadable materials for this book, there are two samples. Sample00 contains all the code up to this point. Sample01 renders the same twisting cube model twice. The first cube is rendered with a linear blend skinning shader. The second one is rendered with a dual quaternion shader.

In the next chapter, you will explore how indexed drawing can be used to animate large crowds. This is interesting because it involves moving pose generation to the graphics processing unit (GPU) and performing the entire skinned animation pipeline in a vertex shader.