Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Arrow right icon
View More author details
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

What this book covers

Chapter 1, Creating a Game Window, explains how to create a new visual studio project, create a Win32 window, set up an OpenGL 3.3 render context, and enable vsynch. The code samples for this book are compiled against OpenGL 3.3. All the OpenGL code is compatible with the latest version of OpenGL and OpenGL 4.6.

Chapter 2, Implementing Vectors, covers vector math for game animation programming.

Chapter 3, Implementing Matrices, discusses matrix math for game animation programming.

Chapter 4, Implementing Quaternions, explains how to use quaternion math for game animation programming.

Chapter 5, Implementing Transforms, explains how to combine position, rotation, and scale into a transform object. These transform objects can be arranged in a hierarchy.

Chapter 6, Building an Abstract Renderer, shows you how to create an abstraction layer on top of OpenGL 3.3. The rest of this book will use this abstraction for rendering. By using an abstraction, we can focus on the core concepts of animation programming instead of the API being used to implement it. The abstraction layer targets OpenGL 3.3, but the code is valid with OpenGL 4.6 as well.

Chapter 7, Understanding the glTF File Format, introduces the glTF file format. glTF is a standard open file format that is supported by most 3D content creation tools. Being able to load a common format will let you load animation authored in almost any creation tool.

Chapter 8 Creating Curves, Frames, and Tracks, covers how to interpolate curves and how cruces can be used to animate transforms stored in a hierarchy.

Chapter 9, Implementing Animation Clips, explains how to implement animation clips. Animation clips modify a transform hierarchy over time.

Chapter 10, Mesh Skinning, covers how to deform a mesh so that it matches the pose generated by sampling an animation clip.

Chapter 11, Optimizing the Animation Pipeline, shows you how to optimize parts of the animation pipeline to make it faster and more production-ready.

Chapter 12, Blending between Animations, explains how to blend two animated poses together. This technique can be used to switch between two animations smoothly, without any visual popping.

Chapter 13, Implementing Inverse Kinematics, covers how to use inverse kinematics to make animations interact with the environment. For example, you'll learn how to make an animated character's foot not penetrate the ground on uneven terrain.

Chapter 14, Using Dual Quaternions for Skinning, covers dual quaternion math for game animation. Dual quaternions can be used to avoid pinching at animated joints.

Chapter 15, Rendering Instanced Crowds, shows how to encode animation data to a texture and move pose generation into a vertex shader. You will use this technique to render a large crowd using instancing.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image