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)

Understanding component-wise operations

Several vector operations are just component-wise operations. A component-wise operation is one that you perform on each component of a vector or on like components of two vectors. Like components are components that have the same subscript. The component-wise operations that you will implement are as follows:

  • Vector addition
  • Vector subtraction
  • Vector scaling
  • Multiplying vectors
  • Dot product

Let's look at each of these in more detail.

Vector addition

Adding two vectors together yields a third vector, which has the combined displacement of both input vectors. Vector addition is a component-wise operation; to perform it, you need to add like components.

To visualize the addition of two vectors, draw the base of the second vector at the tip of the first vector. Next, draw an arrow from the base of the first vector to the tip of the second vector. This arrow represents the vector that is the result of the...