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Mastering C++ Game Animation Programming

You're reading from   Mastering C++ Game Animation Programming Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan

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Product type Paperback
Published in Mar 2025
Publisher Packt
ISBN-13 9781835881927
Length 544 pages
Edition 1st Edition
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Author (1):
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Michael Dunsky Michael Dunsky
Author Profile Icon Michael Dunsky
Michael Dunsky
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Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Populating the World with the Game Character Models FREE CHAPTER
2. Working with Open Asset Import Library 3. Moving Animation Calculations from CPU to GPU 4. Adding a Visual Selection 5. Part 2: Transforming the Model Viewer into an Animation Editor
6. Enhancing Application Handling 7. Saving and Loading the Configuration 8. Extending Camera Handling 9. Part 3: Tuning Character Animations
10. Enhancing Animation Controls 11. An Introduction to Collision Detection 12. Adding Behavior and Interaction 13. Advanced Animation Blending 14. Part 4: Enhancing Your Virtual World
15. Loading a Game Map 16. Advanced Collision Detection 17. Adding Simple Navigation 18. Creating Immersive Interactive Worlds 19. Other Books You May Enjoy
20. Index

Transforming the Model Viewer into an Animation Editor

In this part, you will build the foundation for the game character animation by enhancing the model viewer into an animation editor. You will learn how to add a separate viewing mode, allowing you to disable parts of the code that may not need or want to be active at some time, such as the user interface when recording videos. You will be also introduced to the general idea of the ability to revert changes made to model instances, ending up in a basic implementation of an undo/redo functionality. You will also learn how to store the currently loaded models and instances plus various settings to a YAML file, and how to load the data back into the application, allowing you to continue editing the models at any time, or to create multiple configurations. Finally, you will explore different camera types for the virtual world, giving you the chance to view the character animations from all angles and perspectives you may think of.

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