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)

Creating the application class

It would be difficult to maintain a cluttered window entry function. Instead, you need to create an abstract Application class. This class will contain some basic functions, such as Initialize, Update, Render, and Shutdown. All of the code samples provided for this book will be built on top of the Application base class.

Create a new file, Application.h. The declaration of the Application class is provided in the following code sample. Add this declaration to the newly created Application.h file:

#ifndef _H_APPLICATION_
#define _H_APPLICATION_
class Application {
private:
    Application(const Application&);
    Application& operator=(const Application&);
public:
    inline Application() { }
    inline virtual ~Application() { }
    inline virtual void Initialize() { }
    inline virtual void Update(float inDeltaTime) { }
    inline virtual void Render(float inAspectRatio) { }
    inline virtual void Shutdown() { }
};
#endif

The Initialize, Update, Render, and Shutdown functions are the life cycle of an application. All these functions will be called directly from the Win32 window code. Update and Render take arguments. To update a frame, the delta time between the current and last frame needs to be known. To render a frame, the aspect ratio of the window must be known.

The life cycle functions are virtual. Each chapter in the downloadable materials for this book has an example that is a subclass of the Application class that demonstrates a concept from that chapter.

Next, you will be adding an OpenGL loader to the project.