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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

Practical sessions

As in the previous chapters, here are some ideas to try out with the example Vulkan rendering code. If you break anything, just roll back to the downloaded version:

  • Add some more triangles to the model class. You can achieve this by adding more vertex and texture lines to std::vector. See what happens if you change the last value of the glm::vec3 position of the vertices. This is the z-value (or depth) of the vertex. The renderer has a depth buffer as an attachment on the framebuffer. The current ordering of the triangles from front to back should be independent of their position in the vertex’s vectors of VkMesh.
  • Use another image type as a texture, such as a JPG file from your system. You will break the display for sure because the number of channels is hardcoded for a PNG file (four channels: red, green, blue, and transparency), and a JPG file has no transparency. The stbi_load() function returns the number of channels of the loaded image, adding...
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