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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

How to debug a compute shader

Compute shaders are cool – at least, until you run into some kind of trouble.

While you can easily attach a debugger to the CPU code to see what’s going on, the GPU side is harder to check. A mistake in a fragment shader may cause distorted graphics, providing some hint for where the bug lies, but in other cases, you might see just nothing. In addition to undoing the latest changes, you can always attach a debugging tool like RenderDoc and check out what’s going wrong with the usual shader types.

But, while RenderDoc has experimental support for compute shader debugging, this support is still limited. So, in contrast to other shader types, a compute shader is mostly a “black box” for us with RenderDoc – a program receiving and outputting opaque data.

Depending on your GPU, you might want to try out NVIDIA Nsight (for NVIDIA GPUs) or the AMD Radeon GPU Profiler (for AMD GPUs). Links to all three tools...

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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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