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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

Summary

In this chapter, we added both facial expressions and separate head animations to the instances. We started with a brief exploration of face animations. Then we implemented face animations in the form of morph target animations to code and shaders, enabling the instances to smile or be angry. Next, we added a tree node for the face animations, enabling us to use the new facial expressions in the node trees. Finally, we looked at additive animation blending and added head movement by using additive blending, including a new tree node and UI controls.

In the next chapter, we will leave the animation controls for a while and give the instances literally a room to live in by adding level data to the virtual world, like a game level. We start by checking the formats supported by the Open Assimp Importer Library and search for available level files. Then, we explore reasons why we should separate level data from models and instances. Finally, we load the level data from a file...

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Mastering C++ Game Animation Programming
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