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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

Adding Behavior and Interaction

Welcome to Chapter 9! In the previous chapter, we took a deeper look into collision detection. After a discussion about the complexity of finding colliding instances in the virtual world, we explored ways to speed up the collision search by adding world partitioning and model simplifications. Then, we implemented a quadtree to split up the world into smaller areas, and we added bounding boxes and bounding spheres for the instances. Finally, we used both the quadtree and the instance boundaries to detect a collision between instances.

In this chapter, we will add some sort of “real-life” behavior to the instances, giving them the ability to walk around the virtual world by themselves and react to events like the collisions we added in the previous chapter. First, we will take a brief look at behavior trees and state machines and how both works. Then, we will add a visual editor to visually represent the state machines of the instances...

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Mastering C++ Game Animation Programming
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