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  • Book Overview & Buying Mastering C++ Game Animation Programming
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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

Advanced Collision Detection

Welcome to Chapter 12! In the previous chapter, we added the ability to load static level data to the virtual world. Now the instances no longer have to run in thin air; they can get a virtual home. First, we explored the differences between model and level data, which file formats are mostly used for level data, and where to find game maps on the internet. Then, we added code to load level data and replaced the two-dimensional quadtree with a three-dimensional octree. Finally, we implemented the level data rendering, including debug data for wireframe, octree, and level AABB lines.

In this chapter, we will extend the level data from the previous chapter. First, we will add a specialized octree for the level data and update the code to also support collision detection between instances and level geometry. Then, we will add a simplified form of gravity to the virtual world to keep the instances at ground level instead of having them floating around...

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Mastering C++ Game Animation Programming
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