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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Faster sampling

The current animation-clip sampling code performs well, so long as each animation lasts under 1 second. With multiple minute-long animation clips, such as a cutscene, the animation system's performance starts to suffer. Why does the performance worsen with longer animations? The culprit is the following bit of code in the Track::FrameIndex function:

    for (int i = (int)size - 1; i >= 0; --i) {
        if (time >= mFrames[i].mTime) {
            return i;
        }
    }

The presented loop goes through every frame in the track. If an animation has a lot of frames, the performance starts to get worse. Remember, this bit of code is executed for each animated component of each animated bone in an animation clip.

This function currently does a linear search, but it can be...

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