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C++ Game Animation Programming - Second Edition
C++ Game Animation Programming - Second Edition

C++ Game Animation Programming: Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan, Second Edition

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C++ Game Animation Programming - Second Edition

Part 1:
Building a Graphics Renderer

In this part, you will get an overview of the steps to open a simple application window and handle keyboard and mouse input. In addition, you will learn how to draw textured 3D objects on a screen with OpenGL 4 and the Vulkan API. We will briefly explain GPU shaders, small programs running on a graphics card, working hard to calculate the pictures of the 3D objects you see on the screen. Finally, you will be introduced to Dear ImGui and learn how to add basic control elements to an application.

In this part, we will cover the following chapters:

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Key benefits

  • Learn how to create a game skeleton with keyboard and mouse controls along with modern graphics
  • Gain insights into model loading, character animations, inverse kinematics, and debugging techniques
  • Master the art of creating animated characters and controlling their various aspects
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

If you‘re fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you’ll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you’ll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you’ll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You’ll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output. By the end of this book, you’ll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.

What you will learn

Create simple OpenGL and Vulkan applications and work with shaders Explore the glTF file format, including its design and data structures Design an animation system with poses, clips, and skinned meshes Find out how vectors, matrices, quaternions, and splines are used in game development Discover and implement ways to seamlessly blend character animations Implement inverse kinematics for your characters using CCD and FABRIK solvers Understand how to render large, animated crowds efficiently Identify and resolve performance issues

Product Details

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Publication date : Dec 1, 2023
Length 480 pages
Edition : 2nd Edition
Language : English
ISBN-13 : 9781803246529
Category :
Languages :
Concepts :
Tools :

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon AI Assistant (beta) to help accelerate your learning
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
Buy Now

Product Details


Publication date : Dec 1, 2023
Length 480 pages
Edition : 2nd Edition
Language : English
ISBN-13 : 9781803246529
Category :
Languages :
Concepts :
Tools :

Table of Contents

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

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Salim Pamukcu Feb 6, 2024
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good book with clear instruction, a lot of useful, realistic applications. good author, detailed.
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