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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Toc

Table of Contents (22) Chapters Close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window FREE CHAPTER 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

Practical sessions

You can try out these ideas to get a better understanding of Inverse Kinematics:

  • Create a new text field in the UserInterface class to signal whether the Inverse Kinematics algorithm was successful. We previously created the two solving algorithms to return true if the target was reached, or false if reaching the target failed.
  • Advanced difficulty: The two algorithms CCD and FABRIK can be extended by so-called constraints. This means you limit the amount of rotation for every node to mimic the behavior of a natural joint, such as the knee or the shoulder. Try to add some of those limits to the nodes, such as a minimum and a maximum angle for one or more of the rotational angles, and check how many iterations a constrained algorithm needs until the target reaches the effector, compared to the original algorithm.
  • Advanced difficulty: Add the textured crate back to the screen, and implement a simple collision detection between the sides of the crate...
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