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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 a highlight to the selected instance

At first sight, adding some sort of highlight seems to be easy by adding some more fields to the vertices and the vertex buffer. Sadly, we are using instanced rendering for performance reasons. This means that all instances share the same vertex data. So, this approach does not work.

The next idea may be the instance placement and animations data. These matrices are calculated entirely by our compute shaders from Chapter 2, fed by the node transform data of the nodes. Adding model related data to every node seems to be a bit overkill, since the highlighted data is needed only once per instance, not once per node.

A better idea would be another SSBO, filled with the correct data in the draw() call of the renderer, right after the node transform data has been retrieved from the instance. In the instance loop, we have direct access to all instances of a model and can simply push a value to a std::vector, stating if this is the selected...

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Mastering C++ Game Animation Programming
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