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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

Moving Animation Calculations from CPU to GPU

Welcome to Chapter 2! In the previous chapter, we explored the steps to load and animate a 3D model by using Open Assimp Import Library, or Assimp for short. The resulting application can render a large number of model instances. But, depending on your processor type and speed, the computational part for the model matrices becomes dominant quite fast. As a consequence, we are no longer able to reach 60 frames per second in the application.

In this chapter, we move the matrix calculations to compute shaders, running entirely on the GPU. We start with a short history of methods to do computations that are independent of the main code of the application, and the growth of parallelism in CPUs and GPUs. Next, we examine the current state of the matrix calculations. Then, we create a plan for what we should move to a compute shader, and how this relocation could be accomplished. As the last step, we check the results of the relocation and...

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Mastering C++ Game Animation Programming
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