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Mastering C++ Game Animation Programming

Mastering C++ Game Animation Programming

By : Michael Dunsky
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Mastering C++ Game Animation Programming

Mastering C++ Game Animation Programming

By: Michael Dunsky

Overview of this book

With two decades of programming experience across multiple languages and platforms, expert game developer and console porting programmer Michael Dunsky guides you through the intricacies of character animation programming. This book tackles the common challenges developers face in creating sophisticated, efficient, and visually appealing character animations. You’ll learn how to leverage the Open Asset Import Library for easy 3D model loading and optimize your 3D engine by offloading computations from the CPU to the GPU. The book covers visual selection, extended camera handling, and separating your application into edit and simulation modes. You’ll also master configuration storage to progressively build your virtual world piece by piece. As you develop your engine-like application, you’ll implement collision detection, inverse kinematics, and expert techniques to bring your characters to life with realistic visuals and fluid movement. For more advanced animation and character behavior controls, you’ll design truly immersive and responsive NPCs, load real game maps, and use navigation algorithms, enabling the instances to roam freely in complex environments. By the end of this book, you’ll be skilled at designing interactive virtual worlds inhabited by lifelike NPCs that exhibit natural, context-aware behaviors.
Table of Contents (21 chapters)
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1
Part 1: Populating the World with the Game Character Models
5
Part 2: Transforming the Model Viewer into an Animation Editor
9
Part 3: Tuning Character Animations
14
Part 4: Enhancing Your Virtual World
19
Other Books You May Enjoy
20
Index

An Introduction to Collision Detection

Welcome to Chapter 8! In the previous chapter, we extended the instance animation system. We started by adding lookup tables for the animation transforms and moved the computations to the GPU. Next, we added movement states and UI controls to the application to create mappings between states and animation clips. As the last step, we updated the YAML parser to save and restore the animation clip mappings.

In this chapter, we will implement a two-tier collision detection for the instances. We will start with an exploration of the complexity of collision detection, and how to lower the complexity by removing instances based on their distance and by simplifying the representation of the instances. Then, we will discuss methods to simplify the instances to minimize the number of intersection checks even more. Next, we will implement a quadtree to limit the number of instances to check, and finally, we will add bounding spheres to the instances...

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Mastering C++ Game Animation Programming
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