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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

Here are some ideas if you want to get a deeper insight into quaternions and splines:

  • Join multiple Hermite splines in the 06_opengl_spline_quat and/or 12_vulkan_spline_quat examples to create a bigger spline and interpolate the moving box from the last example code along all of the splines. To continuously join two Hermite splines, the end vertex of the first spline needs to be the starting vertex of the second spline, and the output tangent of the first spline needs to be the input tangent of the second spline. Switching between the different splines may be a bit tricky though.
  • Enhanced difficulty level: Assign different lengths of the overall interpolation range to the splines. This leads to different movement speeds of the box on the splines. One spline may take, say, 80% of the interpolation range, resulting in a slow-moving box along the path, while the others share the remaining 20%, and the box will move much faster along the path.
  • Add some...
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