C++ Game Animation Programming - Second Edition / Najlacnejšie knihy
C++ Game Animation Programming - Second Edition

Code: 44535684

C++ Game Animation Programming - Second Edition

by Gabor Szauer

Build your own OpenGL or Vulkan application in C++ and learn the latest techniques in character animation for modern games with this detailed, color guideKey FeaturesLearn how to create a game skeleton with keyboard and mouse cont ... more

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Book synopsis

Build your own OpenGL or Vulkan application in C++ and learn the latest techniques in character animation for modern games with this detailed, color guide

Key Features

Book 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 find expanded content on high-performance graphics and modern animation techniques, along with improved workflows and enhanced guidance on using OpenGL and Vulkan. 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

Who this book is for

This book is for curious C++ developers, game programmers, game designers, and character animators, either pursuing this as a hobby or profession, who have always wanted to look behind the curtain and see how character animation in games works. The book assumes basic C++ and math knowledge, and you should be able to read code and math formulas to get the most out of this book.

Table of Contents

  1. Creating the Game Window
  2. Building an OpenGL 4 Renderer
  3. Building a Vulkan Renderer
  4. Working with Shaders
  5. Adding Dear ImGui to show valuable information
  6. Understanding Vector and Matrix
  7. A Primer on Quaternions and Splines
  8. Loading Models in the glTF format
  9. The Model Skeleton and Skin
  10. About Poses, Frames, and Clips
  11. Blending between Animations
  12. Cleaning up the User Interface
  13. Implementing Inverse Kinematics
  14. Creating Instanced Crowds
  15. Measuring Performance and Optimizing the Code

Book details

Book category Books in German Naturwissenschaften, Medizin, Informatik, Technik Informatik, EDV Informatik, EDV - Sonstiges

48.19

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