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 11: Optimizing the Animation Pipeline

By now, you have written an entire animation system that can load a standard file format, gLTF, and perform skinning on either the CPU or GPU. The animation system performs well enough for most simple animations.

In this chapter, you will explore the ways to optimize the animation system to make it faster and less resource-intensive. This involves exploring alternative ways to perform skinning, improving the speed of sample animation clips, and revisiting how matrix palettes are generated.

Each of these topics is explored on its own, and you can choose to implement as few or as many of these optimizations as you wish. All of them are simple and can be used to replace a less optimal version of the pipeline with ease.

The following topics will be covered in this chapter:

  • Pre-generating the skin matrix
  • Storing the skin pallette in a texture
  • Faster sampling
  • The Pose palette generation
  • Exploring Pose::GetGlobalTransform...