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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

Summary

In this chapter, you learned how a Vulkan renderer can be created. After an overview of some of the objects and the relations between them, two helper libraries were introduced. Using vk-bootstrap and the VMA helps to reduce the number of lines of code needed for a renderer, and there are more abstraction layers that can be used to make it even more compact.

In the last section of the chapter, we inspected the implementation details of some of the Vulkan objects. You will find the pattern with one or more VK_STRUCTURE objects carrying the desired properties of all Vulkan objects, making it easy to read the code once you get into it. Even if you will not extend the code or experiment with it, knowing details about the structures and objects of Vulkan should help you to build a mental model of the components needed for the rendering process in our game character animations.

In the next chapter, we will dive deeper into vertex and fragment shaders. You will learn how they...

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