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)

Combining animation textures

The act of combining many smaller textures into one larger texture is called atlasing. A large texture that contains multiple smaller textures is often called a texture atlas. The benefit of atlasing textures is needing to use fewer texture samplers.

The crowd rendering system presented in this chapter has one major drawback: while the crowd can play animations at different time offsets, they can only play the same animation. There is an easy way to work around this: atlas multiple animation textures onto one large texture.

A 1024x1024 texture, for example, can contain 16 smaller 256x256 textures. This means any member of the crowd could play 1 of 16 animations. An additional "offset" uniform has to be added to the per-instance data of the shader. This offset uniform would be an array of MAX_INSTANCES size.

For each character being rendered, the GetPose function would have to apply the offset before retrieving the animation texels. In...