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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

As in the previous chapters, here are some additional suggestions on what to do after you finish reading this chapter:

  • Add more vertices to the mockup model object, and create a fully textured, six-faced cube. Check for the face orientation of the single triangles, as they may be in the wrong direction and create holes in the cube. Also, watch out for the proper orientation of the texture (i.e., add some text to the texture and try to have it readable on all six faces). This will add a lot of duplicated code, though, but in Part 3 of the book, we will load real models from files.
  • Duplicate the model after creating a cube and try to transform and concatenate the vertex data to draw all models at once. You could create three or four cubes, translate them to some place in 3D space, and rotate them around their center. Check out the differences between local rotation and translation, and global rotation and translation, and observe the results if you change...
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