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 Crowd utility class

In this section, you will be building the Crowd class. This is a utility class that will render large crowds with an easy-to-use API. The Crowd class encapsulates the state of a crowd.

The Crowd class must maintain the instance data of each actor in the class. To accommodate this, you will need to declare a maximum number of actors. Then, all the actor-specific information can be stored in arrays of structures where the index is the actor ID.

Actor-specific data includes the actor's world transform, as well as data related to its animation playback. The animation data is what frames are being interpolated, the interpolation value, and the key times for the current and next frames.

Create a new file called Crowd.h. The Crowd class will be declared in this file. Follow these steps to declare the Crowd class:

  1. Define the maximum number of crowd actors as 80:
    #define CROWD_MAX_ACTORS 80
  2. Start declaring the Crowd class by creating...