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)

Exploring texture formats

Animation textures are currently stored in the 32-bit floating-point texture format. This is an easy format to store animation textures in because it's the same format as the source data. This method won't work well on mobile hardware. The memory bandwidth from main memory to tiler memory is a scarce resource.

To target mobile platforms, consider changing from GL_RGBA32F to GL_RGBA with a GL_UNSIGNED_BYTE storage type. Switching to a standard texture format does mean losing some data. With a GL_UNSIGNED_BYTE storage type, each component of a color is limited to 256 unique values. These values are normalized when sampling and will be returned in a 0 to 1 range.

If any of the animation information stores values are not in the 0 to 1 range, the data will need to be normalized. The normalization scale factor will need to be passed to the shader as a uniform. If you are targeting mobile hardware, you probably only want to store rotation information...