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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

Using spatial partitioning to reduce complexity

In this section, we will take a look at some methods to split our world space into different parts, lowering the number of instances in each of the parts. We start with the simplest variant of spatial partitioning in two or three dimensions, the grid.

Grid

In a grid, the virtual lines divide the virtual world into equally sized squares or rectangles, or equally sized cubes and cuboids.

Figure 8.1: 2D and 3D grids

While grids are easy to create, Figure 8.1 already shows some of the problems. Objects larger than the grid spacing must be placed into all overlapping grid fields, requiring checking all affected fields for other instances.

And while the vast majority of the grid will remain empty, “crowded places” inside the virtual world can lead to many instances inside a single field of the grid. Many instances mean many checks, and an uneven distribution of instances may cause slowdowns due to the...

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Mastering C++ Game Animation Programming
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