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)

Exploring more vectors

At some point later on in this book, you will need to utilize two- and four-component vectors as well. The two- and four-component vectors don't need any mathematical functions defined as they will be used exclusively as containers used to pass data to the GPU.

Unlike the three-component vector you have implemented, the two- and four-component vectors need to exist as both integer and floating point vectors. To avoid duplicating code, both structures will be implemented using a template:

  1. Create a new file, vec2.h, and add the definition of the vec2 struct. All the vec2 constructors are inline; there is no need for a cpp file. The TVec2 struct is templated and typedef is used to declare vec2 and ivec2:
    template<typename T>
    struct TVec2 {
        union {
            struct {
                T x;
           ...