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)

Working with uniforms

Unlike attributes, uniforms are constant data; they are set once. The value of a uniform remains the same for all vertices processed. Uniforms can be created as arrays, a feature you will use in later chapters to implement mesh skinning.

Like the Attribute class, the Uniform class will also be templated. Unlike attributes, however, there will never be an instance of a Uniform class. It only needs public static functions. For each uniform type, there are three functions: one to set an individual uniform value, one to set an array of uniform values, and a convenience function that sets an array of values but uses a vector for input.

The Uniform class declaration

Create a new file, Uniform.h. You will be implementing the Uniform class in this new file. The Uniform class will never be instantiated since there won't be any instances of this class. Disable the constructor and copy the constructor, assignment operator, and destructor. What the class will...