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)

Common matrix operations

In this section, you will learn how to implement some common matrix operations. These operations will be used in later chapters of this book to display animated models. Specifically, this section will cover how to compare, add, scale, and multiply matrices as well as how to transform vectors and points using matrices.

Comparing matrices

Comparing matrices is a component-wise operation. Two matrices are the same only if all their components are the same. To compare two matrices, loop through and compare all of their components. Since you are comparing floating point numbers, an epsilon should be used.

Create a new file, mat4.cpp. Implement the matrix equality and inequality operators in this file. The equality operator should check whether two matrices are the same; the inequality operator returns the opposite of the equality operator. Don't forget to add the function declarations to mat4.h:

bool operator==(const mat4& a, const mat4&amp...