Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Mastering C++ Game Animation Programming
Mastering C++ Game Animation Programming

Mastering C++ Game Animation Programming: Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan

Arrow left icon
Profile Icon Michael Dunsky
Arrow right icon
$19.99 per month
Paperback Mar 2025 544 pages 1st Edition
eBook
€26.98 €29.99
Paperback
€37.99
Subscription
Free Trial
Renews at $19.99p/m
Arrow left icon
Profile Icon Michael Dunsky
Arrow right icon
$19.99 per month
Paperback Mar 2025 544 pages 1st Edition
eBook
€26.98 €29.99
Paperback
€37.99
Subscription
Free Trial
Renews at $19.99p/m
eBook
€26.98 €29.99
Paperback
€37.99
Subscription
Free Trial
Renews at $19.99p/m

What do you get with a Packt Subscription?

Free for first 7 days. $19.99 p/m after that. Cancel any time!
Product feature icon Unlimited ad-free access to the largest independent learning library in tech. Access this title and thousands more!
Product feature icon 50+ new titles added per month, including many first-to-market concepts and exclusive early access to books as they are being written.
Product feature icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Product feature icon Thousands of reference materials covering every tech concept you need to stay up to date.
Subscribe now
View plans & pricing
Table of content icon View table of contents Preview book icon Preview Book

Mastering C++ Game Animation Programming

Working with Open Asset Import Library

Welcome to Mastering C++ Game Animations! Are you the kind of person who looks at the animated models in a computer or console game, or a 3D animation tool, and asks yourself questions like:

How does this work? How do they do this? Could I do this myself, too?

If so, this book will take you in the right direction to achieving this. In the next 14 chapters, you will learn how to create your own little game character model viewer.

The book starts with loading a file using Open Asset Import Library, converting the data structures from the importer library into more efficient data structures for rendering, and rendering the character model with a simple OpenGL or Vulkan renderer. You will also learn how to optimize data updates and rendering by relocating computational load to the GPU in the form of GPU-based lookup tables and compute shaders.

For the character animations, you will not only dive into normal animation blending...

Technical requirements

For this chapter, you will need the following:

  • A PC with Windows or Linux, and the tools listed later in this section
  • Git for source-code management
  • A text editor (such as Notepad++ or Kate) or a full IDE (such as Visual Studio 2022 for Windows, or Eclipse/KDevelop for Linux)

Important note

A recent C++ compiler is required to compile the code. In the current CMake build system, C++17 is configured, but the code is known to work with newer C++ standards, up to and including C++26 (although the compiler must support those standards).

Now, let’s get the source code for this book and start unpacking the code.

Getting the source code and the basic tools

The code for this book is hosted on GitHub, which you can find here:

https://github.com/PacktPublishing/Mastering-Cpp-Game-Animation-Programming

You need to install Git since the build system utilizes Git to download the third-party projects...

Animating game characters – a primer

Moving a game character around in a virtual world with lots of different animations, changeable outfits, a collision detection system for other characters and the environment, and maybe even interaction with other characters looks nice and simple when playing a game.

But the mathematics and techniques behind the smoothly animated game characters are extensive and complex. Every movement, animation, action, or state change of the character involves a long journey until the final image is rendered to the screen.

Let’s look at a high-level explanation of animations first. If you already know the details, you can skip to the next section.

About nodes, bones, skeletal animation, and skinning

The building blocks of an animated three-dimensional character model are the so-called nodes. A node can be compared to a joint in the virtual body of the character, like the shoulder or hip.

All nodes in the character model are...

What is Open Asset Import Library?

Open Asset Import Library, in short Assimp, is a cross-platform library to import and convert 3D model files. The different file formats are converted into a hierarchical data structure, enabling a programmer to support a wider range of model formats in a single, comprehensive way.

Figure 1.20 shows the key elements and their relationships:

Figure 1.20: A simplified version of Assimp’s data structures

Let us take a closer look at these data structures and their functions:

  • aiScene is the central element of Assimp’s data structure. The root node entry, all information about the polygonal meshes, the materials, and the animations are stored in the aiScene element.
  • The root node of aiScene points to a structure called aiNode. In every aiNode, possible child nodes are stored, eventually creating a node tree. Also, a transform matrix resides in the aiNode structure, defining the local transformation, relative...

Loading a model file

To load a model file with Open Asset Import Library, we must include the following three headers in the implementation file of the AssimpModel model loading class in the model folder:

#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>

Next, we create an Assimp::Importer instance in the loadModel() method, and use the importer to load a file from disk:

  Assimp::Importer importer;
  const aiScene *scene = importer.ReadFile(modelFilename,
   aiProcess_Triangulate | aiProcess_GenNormals);

We hand over the file name of the asset file we want to load, plus the two values aiProcess_Triangulate and aiProcess_GenNormals as optional postprocessing flags.

The first flag, aiProcess_Triangulate, instructs Assimp to triangulate all polygons with more than three vertices, if those polygons exist in the file. Since our basic renderer only understands triangles, a polygon with more than three vertices...

Extending the UI with an Open File dialog

ImGui can be used to create simple UIs like in our animation application, but the code can be also extended to build different kinds of tools. For our application, a dialog to choose a file on the system is helpful to load models at runtime, freeing us of hardcoding the model names in the code or using models as command-line parameters when starting the application.

Various ImGui-based file dialogs exist; a nice and easy-to-integrate file dialog can be found in the GitHub repository of Stephane Cuillerdier at https://github.com/aiekick/ImGuiFileDialog.

For a simple integration of the file dialog, we will use CMake’s FetchContent to download and build the code.

Integrating the file dialog into CMakeLists.txt

First, we add a new FetchContent block into the CMakeLists.txt file, right below the end of the ImGui fetching:

FetchContent_Declare(
  filedialog
  GIT_REPOSITORY https://github.com/aiekick/ImGuiFileDialog
 ...

Adding and removing model instances dynamically

Supporting multiple instances from multiple models was done by creating the class AssimpInstance in the model folder. Every AssimpInstance contains a smart pointer to access its base model, including the nodes and bones. Adding multiple instances of the same model requires one of two options to handle nodes and bones: using a copy of the node data structures in every instance or sharing the model’s nodes across all instances.

To avoid the duplication of all nodes in every instance, we will reuse the nodes of the model during the calculation of each final node position for the frame.

Reusing the bones for the sake of simplicity

To calculate the nodes during animation in the updateAnimation() method, we iterate the channels of the clip and use the model’s corresponding node:

  for (const auto& channel : animChannels) {
    std::string nodeNameToAnimate =
      channel->getTargetNodeName();
    std:...

Summary

In this chapter, we took the first steps toward mastering C++ game animation programming by using Open Asset Importer Library, or Assimp. Assimp enables us to simplify and accelerate the path to animating and rendering model instances.

We started by looking at the general data structures of the Assimp library, how to parse the different parts of a file, and in which order. Next, we added a nice ImGui-based file dialog to the code, allowing us to select files in an interactive manner, instead of having to hardcode one or more model files we wish to open. At the end of the chapter, we explored how to add or remove models and instances at runtime, enabling us to create a more “crowded” virtual world.

In Chapter 2, we will move the computational load to calculate the model matrices from the CPU to the GPU, allowing us to have more CPU power left to do amazing things in our virtual world.

Practical sessions

You will see this section at the end of every chapter in the book. Here, I will add a bunch of suggestions and exercises that you can try out with the code on GitHub.

You could try to do the following:

  • Add more controls to the animations, like the play direction, one/time vs. loop play, or even ping-pong replay, alternating between forward and backward replay of the chosen animation.
  • Add an animation slider that lets you choose to show the frame at some point in time of an animation.
  • Search for model files on the internet. Try out which models work, or to which extent they work. You do not have to limit this search to game character models; you can also search for game maps in compatible formats, or 3D-printable objects. Remember to adjust the file dialog filter to show the additional file formats.

Additional resources

For further reading, please take a look at the following resources:

Left arrow icon Right arrow icon
Download code icon Download Code

Key benefits

  • Learn how to build a game engine–like skeleton application using a modern graphics API
  • Explore compute shaders, visual selection, UI creation, visual programming, configuration file handling, collision detection, behavior controls, and more
  • Create your own virtual world with naturally acting inhabitants
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

With two decades of programming experience across multiple languages and platforms, expert game developer and console porting programmer Michael Dunsky guides you through the intricacies of character animation programming. This book tackles the common challenges developers face in creating sophisticated, efficient, and visually appealing character animations. You’ll learn how to leverage the Open Asset Import Library for easy 3D model loading and optimize your 3D engine by offloading computations from the CPU to the GPU. The book covers visual selection, extended camera handling, and separating your application into edit and simulation modes. You’ll also master configuration storage to progressively build your virtual world piece by piece. As you develop your engine-like application, you’ll implement collision detection, inverse kinematics, and expert techniques to bring your characters to life with realistic visuals and fluid movement. For more advanced animation and character behavior controls, you’ll design truly immersive and responsive NPCs, load real game maps, and use navigation algorithms, enabling the instances to roam freely in complex environments. By the end of this book, you’ll be skilled at designing interactive virtual worlds inhabited by lifelike NPCs that exhibit natural, context-aware behaviors.

Who is this book for?

This book is for experienced C++ developers, game programmers, and character animators who already have basic knowledge of character animation but are curious to learn more. The book assumes advanced C++ knowledge and is ideal for those eager to delve into advanced animation techniques and create interactive virtual worlds.

What you will learn

  • Master the basics of the Open Asset Import Library
  • Animate thousands of game characters
  • Extend ImGui with more advanced control types
  • Implement simple configuration file handling
  • Explore collision detection between 3D models and world objects
  • Combine inverse kinematics and collision detection
  • Work with state machines, behavior trees, and interactive NPC behaviors
  • Implement navigation for NPC movement in unknown terrains

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Mar 28, 2025
Length: 544 pages
Edition : 1st
Language : English
ISBN-13 : 9781835881927
Languages :
Concepts :

What do you get with a Packt Subscription?

Free for first 7 days. $19.99 p/m after that. Cancel any time!
Product feature icon Unlimited ad-free access to the largest independent learning library in tech. Access this title and thousands more!
Product feature icon 50+ new titles added per month, including many first-to-market concepts and exclusive early access to books as they are being written.
Product feature icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Product feature icon Thousands of reference materials covering every tech concept you need to stay up to date.
Subscribe now
View plans & pricing

Product Details

Publication date : Mar 28, 2025
Length: 544 pages
Edition : 1st
Language : English
ISBN-13 : 9781835881927
Languages :
Concepts :

Packt Subscriptions

See our plans and pricing
Modal Close icon
$19.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
$199.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just $5 each
Feature tick icon Exclusive print discounts
$279.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just $5 each
Feature tick icon Exclusive print discounts

Table of Contents

20 Chapters
Part 1: Populating the World with the Game Character Models Chevron down icon Chevron up icon
Working with Open Asset Import Library Chevron down icon Chevron up icon
Moving Animation Calculations from CPU to GPU Chevron down icon Chevron up icon
Adding a Visual Selection Chevron down icon Chevron up icon
Part 2: Transforming the Model Viewer into an Animation Editor Chevron down icon Chevron up icon
Enhancing Application Handling Chevron down icon Chevron up icon
Saving and Loading the Configuration Chevron down icon Chevron up icon
Extending Camera Handling Chevron down icon Chevron up icon
Part 3: Tuning Character Animations Chevron down icon Chevron up icon
Enhancing Animation Controls Chevron down icon Chevron up icon
An Introduction to Collision Detection Chevron down icon Chevron up icon
Adding Behavior and Interaction Chevron down icon Chevron up icon
Advanced Animation Blending Chevron down icon Chevron up icon
Part 4: Enhancing Your Virtual World Chevron down icon Chevron up icon
Loading a Game Map Chevron down icon Chevron up icon
Advanced Collision Detection Chevron down icon Chevron up icon
Adding Simple Navigation Chevron down icon Chevron up icon
Creating Immersive Interactive Worlds Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

What is included in a Packt subscription? Chevron down icon Chevron up icon

A subscription provides you with full access to view all Packt and licnesed content online, this includes exclusive access to Early Access titles. Depending on the tier chosen you can also earn credits and discounts to use for owning content

How can I cancel my subscription? Chevron down icon Chevron up icon

To cancel your subscription with us simply go to the account page - found in the top right of the page or at https://subscription.packtpub.com/my-account/subscription - From here you will see the ‘cancel subscription’ button in the grey box with your subscription information in.

What are credits? Chevron down icon Chevron up icon

Credits can be earned from reading 40 section of any title within the payment cycle - a month starting from the day of subscription payment. You also earn a Credit every month if you subscribe to our annual or 18 month plans. Credits can be used to buy books DRM free, the same way that you would pay for a book. Your credits can be found in the subscription homepage - subscription.packtpub.com - clicking on ‘the my’ library dropdown and selecting ‘credits’.

What happens if an Early Access Course is cancelled? Chevron down icon Chevron up icon

Projects are rarely cancelled, but sometimes it's unavoidable. If an Early Access course is cancelled or excessively delayed, you can exchange your purchase for another course. For further details, please contact us here.

Where can I send feedback about an Early Access title? Chevron down icon Chevron up icon

If you have any feedback about the product you're reading, or Early Access in general, then please fill out a contact form here and we'll make sure the feedback gets to the right team. 

Can I download the code files for Early Access titles? Chevron down icon Chevron up icon

We try to ensure that all books in Early Access have code available to use, download, and fork on GitHub. This helps us be more agile in the development of the book, and helps keep the often changing code base of new versions and new technologies as up to date as possible. Unfortunately, however, there will be rare cases when it is not possible for us to have downloadable code samples available until publication.

When we publish the book, the code files will also be available to download from the Packt website.

How accurate is the publication date? Chevron down icon Chevron up icon

The publication date is as accurate as we can be at any point in the project. Unfortunately, delays can happen. Often those delays are out of our control, such as changes to the technology code base or delays in the tech release. We do our best to give you an accurate estimate of the publication date at any given time, and as more chapters are delivered, the more accurate the delivery date will become.

How will I know when new chapters are ready? Chevron down icon Chevron up icon

We'll let you know every time there has been an update to a course that you've bought in Early Access. You'll get an email to let you know there has been a new chapter, or a change to a previous chapter. The new chapters are automatically added to your account, so you can also check back there any time you're ready and download or read them online.

I am a Packt subscriber, do I get Early Access? Chevron down icon Chevron up icon

Yes, all Early Access content is fully available through your subscription. You will need to have a paid for or active trial subscription in order to access all titles.

How is Early Access delivered? Chevron down icon Chevron up icon

Early Access is currently only available as a PDF or through our online reader. As we make changes or add new chapters, the files in your Packt account will be updated so you can download them again or view them online immediately.

How do I buy Early Access content? Chevron down icon Chevron up icon

Early Access is a way of us getting our content to you quicker, but the method of buying the Early Access course is still the same. Just find the course you want to buy, go through the check-out steps, and you’ll get a confirmation email from us with information and a link to the relevant Early Access courses.

What is Early Access? Chevron down icon Chevron up icon

Keeping up to date with the latest technology is difficult; new versions, new frameworks, new techniques. This feature gives you a head-start to our content, as it's being created. With Early Access you'll receive each chapter as it's written, and get regular updates throughout the product's development, as well as the final course as soon as it's ready.We created Early Access as a means of giving you the information you need, as soon as it's available. As we go through the process of developing a course, 99% of it can be ready but we can't publish until that last 1% falls in to place. Early Access helps to unlock the potential of our content early, to help you start your learning when you need it most. You not only get access to every chapter as it's delivered, edited, and updated, but you'll also get the finalized, DRM-free product to download in any format you want when it's published. As a member of Packt, you'll also be eligible for our exclusive offers, including a free course every day, and discounts on new and popular titles.

Modal Close icon
Modal Close icon