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C++ Game Animation Programming - Second Edition

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

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details

Table of Contents (22) Chapters

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

Fitting the Vulkan nuts and bolts together

Going from zero to hero in Vulkan is not hard. It takes a couple of hours if you copy and paste the example code from one of the tutorials, and even longer if you type it. Once you understand the roles and dependencies of the objects, your adventure begins.

The example code for the Vulkan renderer can be found in the chapter03 | vulkan_renderer folder of this book’s GitHub repo.

We start with the basic classes of the Vulkan renderer.

General considerations about classes

Similar to the OpenGL renderer, the creation and management of some Vulkan objects has been moved to separate classes. This helps to avoid creating a so-called “god class,” which is huge and a maintenance nightmare for developers, and it enables us to quickly add more objects of a specific type. In Chapter 4, we will create new shaders and switch between them, and having a separate Pipeline class to hand makes this possible with a few changes...

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