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 index buffers

Index buffers are a type of attribute. Unlike attributes, an index buffer is bound to GL_ELEMENT_ARRAY_BUFFER and can be used to draw primitives. Because of this, you will implement index buffers in their own class, rather than reuse the Attribute class.

The IndexBuffer class declaration

Create a new file, IndexBuffer.h. You will be adding the declaration of the IndexBuffer class to this new file. Like an Attribute object, IndexBuffer will contain an OpenGL handle and a count, with getter functions for both.

The copy constructor and assignment operator need to be disabled to avoid having multiple IndexBuffer objects referencing the same OpenGL buffer. The Set function takes an unsigned integer array and the length of the array, but there is a convenience overload that takes a vector as well:

class IndexBuffer {
public:
    unsigned int mHandle;
    unsigned int mCount;
private:
    IndexBuffer...