Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan
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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.
Format: eBook
ISBN: 9781803241364
Length: 480 pages
Edition: Second Edition
Published: December 1, 2023
Author: Michael Dunsky and Gabor Szauer
Preface
Part 1:Building a Graphics Renderer
Chapter 1: Creating the Game Window
Chapter 2: Building an OpenGL 4 Renderer
Chapter 3: Building a Vulkan Renderer
Chapter 4: Working with Shaders
Chapter 5: Adding Dear ImGui to Show Valuable Information
Part 2: Mathematics Roundup
Chapter 6: Understanding Vector and Matrix
Chapter 7: A Primer on Quaternions and Splines
Part 3: Working with Models and Animations
Chapter 8: Loading Models in the glTF Format
Chapter 9: The Model Skeleton and Skin
Chapter 10: About Poses, Frames, and Clips
Chapter 11: Blending between Animations
Part 4: Advancing Your Code to the Next Level
Chapter 12: Cleaning Up the User Interface
Chapter 13: Implementing Inverse Kinematics
Chapter 14: Creating Instanced Crowds
Chapter 15: Measuring Performance and Optimizing the Code
Index
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Code high-performance game animation systems using C++.
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
What You'll 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
Audience
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.
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FAQs
On completion of order you'll receive an option to download the eBook in PDF or EPUB