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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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Concepts
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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

8

Loading Models
in the glTF Format

Welcome to Chapter 8! In the previous two chapters, we explored the mathematical elements and GLM data types of Vector, Matrix, Quaternion, and Spline.

In this chapter, you will learn how to use these four data types to transform the data from the glTF model description in a file into a C++ model class, storing the first parts of the glTF data to display a static, non-animated model on the screen. We will progressively expand the C++ model class in the upcoming chapters, incorporating additional data from the glTF model we utilize.

At the end of the chapter, you will know the basic elements of the glTF format, how to load it into a C++ class using a glTF loader library, and how to display the loaded model on the screen in the OpenGL and Vulkan renderer.

In this chapter, we will cover the following topics:

  • An analysis of the glTF file format
  • Exploring an example glTF file
  • Using a C++ glTF loader to get the model data
  • ...
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