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You're reading from  C++ Game Animation Programming - Second Edition

Product typeBook
Published inDec 2023
Reading LevelN/a
PublisherPackt
ISBN-139781803246529
Edition2nd Edition
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Authors (2):
Michael Dunsky
Michael Dunsky
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Michael Dunsky

Michael Dunsky is an educated electronics technician, game developer, and console porting programmer with more than 20 years of programming experience. He started at the age of 14 with BASIC, adding on his way Assembly language, C, C++, Java, Python, VHDL, OpenGL, GLSL, and Vulkan to his portfolio. During his career, he also gained extensive knowledge in virtual machines, server operation, infrastructure automation, and other DevOps topics. Michael holds a Master of Science degree in Computer Science from the FernUniversität in Hagen, focused on computer graphics, parallel programming and software systems.
Read more about Michael Dunsky

Gabor Szauer
Gabor Szauer
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Gabor Szauer

Gabor Szauer has been making games since 2010. He graduated from Full Sail University in 2010 with a bachelor's degree in game development. Gabor maintains an active Twitter presence, and maintains a programming-oriented game development blog. Gabor's previously published books are Game Physics Programming Cookbook and Lua Quick Start Guide, both published by Packt.
Read more about Gabor Szauer

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UI controls are cool

In Chapter 5, we added a slider to control the field of view of the renderer output. For such a task, a slider is great, as it shows visual feedback of the range and the selected value within that range. However, using a slider to select the animation clip or skeleton node has a major drawback – it lacks the visible mapping between the numerical value of the clip or node and the clip or node name itself. Selecting a specific clip or a node is a try-and-error process, resulting in you having to remember or write down the most important numbers.

By changing the slider to a list box or a combo box, the names of the animation clips and nodes will be shown instead of just the numbers of the clips and nodes. Internally, the currently selected entry of the combo box is identified by its index in the array of all elements in the combo box, resulting in an implicit mapping between a numerical value and name. So, we do not need any additional control structure...

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C++ Game Animation Programming - Second Edition
Published in: Dec 2023Publisher: PacktISBN-13: 9781803246529

Authors (2)

author image
Michael Dunsky

Michael Dunsky is an educated electronics technician, game developer, and console porting programmer with more than 20 years of programming experience. He started at the age of 14 with BASIC, adding on his way Assembly language, C, C++, Java, Python, VHDL, OpenGL, GLSL, and Vulkan to his portfolio. During his career, he also gained extensive knowledge in virtual machines, server operation, infrastructure automation, and other DevOps topics. Michael holds a Master of Science degree in Computer Science from the FernUniversität in Hagen, focused on computer graphics, parallel programming and software systems.
Read more about Michael Dunsky

author image
Gabor Szauer

Gabor Szauer has been making games since 2010. He graduated from Full Sail University in 2010 with a bachelor's degree in game development. Gabor maintains an active Twitter presence, and maintains a programming-oriented game development blog. Gabor's previously published books are Game Physics Programming Cookbook and Lua Quick Start Guide, both published by Packt.
Read more about Gabor Szauer