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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

The A* path-finding algorithm

The A* algorithm was published in 1968 in the earlier days of computing. A* is the result of the path planning for an AI-controlled mobile robot called Shakey. The robot was developed at the Stanford Research Institute. Its software included computer vision and natural language processing, and it was able to do simple tasks like driving to a place in the lab on its own, without describing every single action in advance. A link is available in the Additional resources section with more details about the project and the robot.

But what makes A* different from Dijkstra’s algorithm?

Estimating the distance to the target

While Dijkstra’s algorithm only uses the weights between nodes, A* adds a heuristic value to every node. The heuristic function calculates an estimated cost of the cheapest path from every node to the selected target. In many cases, such as for large worlds and many nodes, calculating the minimal costs between every...

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Mastering C++ Game Animation Programming
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