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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
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19
Other Books You May Enjoy
20
Index

Enhancing Your Virtual World

In the last part of the book, you will give the inhabitants of your virtual worlds a place to live. You will explore the differences between instance and level data, and you will implement a loader for level data, either found on the internet or created by yourself. You will also learn how collision detection between instances and level geometry is handled, allowing the instances not only to avoid walls but also to walk on the floor of the loaded level. Then, you will be introduced to pathfinding and navigation within the level, enabling the instances to roam around between waypoints in the game map. Finally, you will be presented with a collection of ideas and resources to upgrade the animation editor to a small game engine.

This part has the following chapters:

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Tech Concepts
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Programming languages
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Mastering C++ Game Animation Programming
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