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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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Practical sessions

You can try out these ideas to get a better understanding of Inverse Kinematics:

  • Create a new text field in the UserInterface class to signal whether the Inverse Kinematics algorithm was successful. We previously created the two solving algorithms to return true if the target was reached, or false if reaching the target failed.
  • Advanced difficulty: The two algorithms CCD and FABRIK can be extended by so-called constraints. This means you limit the amount of rotation for every node to mimic the behavior of a natural joint, such as the knee or the shoulder. Try to add some of those limits to the nodes, such as a minimum and a maximum angle for one or more of the rotational angles, and check how many iterations a constrained algorithm needs until the target reaches the effector, compared to the original algorithm.
  • Advanced difficulty: Add the textured crate back to the screen, and implement a simple collision detection between the sides of the crate...
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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