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)

Chapter 1: Creating a Game Window

In this chapter, you will set up a simple Win32 window and bind an OpenGL context to it. You will be using OpenGL 3.3 Core throughout this book. The actual OpenGL code is going to be very minimal.

Most OpenGL-specific code will be abstracted into helper objects and functions, which will allow you to focus on animation rather than any specific graphics APIs. You will write the abstraction layer in Chapter 6, Building an Abstract Renderer, but for now, it's important to create a window ready to be drawn to.

By the end of this chapter, you should be able to do the following:

  • Open a Win32 window
  • Create and bind an OpenGL 3.3 Core context
  • Use glad to load OpenGL 3.3 Core functions
  • Enable vsynch for the created window
  • Understand the downloadable samples for this book