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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 Simple Navigation

Welcome to Chapter 13! In the previous chapter, we created a separate octree to enhance collision detection, allowing us to detect collisions between instances and level geometry in a quick and computationally cheap way. Then we added simple gravity to the application to keep the instances on the ground of the map, eventually resulting in the instances walking on the level floor and small hills. Finally, we used inverse kinematics on the feet of the instances to keep both feet on the ground when climbing hills or sloped areas of a map.

In this chapter, we will add pathfinding and navigation. We start with a brief overview of methods used for navigation in computer games, followed by an exploration and the implementation of the A* path-finding algorithm. Next, we will add navigation targets to the application, enabling a simple way to place path destinations in the virtual world. At the end of the chapter, we will implement the navigation toward the waypoints...

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Mastering C++ Game Animation Programming
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