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C++ Game Animation Programming - Second Edition - 2nd Edition by  Michael Dunsky & Gabor Szauer (Paperback) - 1 of 1

C++ Game Animation Programming - Second Edition - 2nd Edition by Michael Dunsky & Gabor Szauer (Paperback)

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About this item

Highlights

  • Build your own OpenGL or Vulkan application in C++ and learn the latest techniques in character animation for modern games with this detailed, color guideKey Features- Learn how to create a game skeleton with keyboard and mouse controls along with modern graphics- Gain insights into model loading, character animations, inverse kinematics, and debugging techniques- Master the art of creating animated characters and controlling their various aspects- Purchase of the print or Kindle book includes a free PDF eBookBook DescriptionIf you're fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you.
  • Author(s): Michael Dunsky & Gabor Szauer
  • 480 Pages
  • Computers + Internet, Programming

Description



About the Book



Video game characters have a fascinating history, evolving from simple 2D sprites to high-polygon 3D models.



Book Synopsis



Build your own OpenGL or Vulkan application in C++ and learn the latest techniques in character animation for modern games with this detailed, color guide

Key Features

- Learn how to create a game skeleton with keyboard and mouse controls along with modern graphics

- Gain insights into model loading, character animations, inverse kinematics, and debugging techniques

- Master the art of creating animated characters and controlling their various aspects

- Purchase of the print or Kindle book includes a free PDF eBook

Book Description

If you're fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you'll find expanded content on high-performance graphics and modern animation techniques, along with improved workflows and enhanced guidance on using OpenGL and Vulkan. You'll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters.

First, you'll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you'll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You'll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output.

By the end of this book, you'll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.

What you will learn

- Create simple OpenGL and Vulkan applications and work with shaders

- Explore the glTF file format, including its design and data structures

- Design an animation system with poses, clips, and skinned meshes

- Find out how vectors, matrices, quaternions, and splines are used in game development

- Discover and implement ways to seamlessly blend character animations

- Implement inverse kinematics for your characters using CCD and FABRIK solvers

- Understand how to render large, animated crowds efficiently

- Identify and resolve performance issues

Who this book is for

This book is for curious C++ developers, game programmers, game designers, and character animators, either pursuing this as a hobby or profession, who have always wanted to look behind the curtain and see how character animation in games works. The book assumes basic C++ and math knowledge, and you should be able to read code and math formulas to get the most out of this book.

Table of Contents

- Creating the Game Window

- Building an OpenGL 4 Renderer

- Building a Vulkan Renderer

- Working with Shaders

- Adding Dear ImGui to show valuable information

- Understanding Vector and Matrix

- A Primer on Quaternions and Splines

- Loading Models in the glTF format

- The Model Skeleton and Skin

- About Poses, Frames, and Clips

- Blending between Animations

- Cleaning up the User Interface

- Implementing Inverse Kinematics

- Creating Instanced Crowds

- Measuring Performance and Optimizing the Code

Dimensions (Overall): 9.25 Inches (H) x 7.5 Inches (W) x .97 Inches (D)
Weight: 1.8 Pounds
Suggested Age: 22 Years and Up
Number of Pages: 480
Genre: Computers + Internet
Sub-Genre: Programming
Publisher: Packt Publishing
Theme: Games
Format: Paperback
Author: Michael Dunsky & Gabor Szauer
Language: English
Street Date: December 1, 2023
TCIN: 91098488
UPC: 9781803246529
Item Number (DPCI): 247-34-3776
Origin: Made in the USA or Imported
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Shipping details

Estimated ship dimensions: 0.97 inches length x 7.5 inches width x 9.25 inches height
Estimated ship weight: 1.8 pounds
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Q: What programming languages does this book focus on?

submitted by AI Shopping Assistant - 1 month ago
  • A: The book focuses exclusively on C++ for game animation programming.

    submitted byAI Shopping Assistant - 1 month ago
    Ai generated

Q: What topics related to animations are discussed?

submitted by AI Shopping Assistant - 1 month ago
  • A: Topics include model loading, character animations, inverse kinematics, and debugging techniques.

    submitted byAI Shopping Assistant - 1 month ago
    Ai generated

Q: Does the book include any supplementary materials?

submitted by AI Shopping Assistant - 1 month ago
  • A: Yes, purchase includes a free PDF eBook version along with the paperback.

    submitted byAI Shopping Assistant - 1 month ago
    Ai generated

Q: Who would benefit from reading this book?

submitted by AI Shopping Assistant - 1 month ago
  • A: It's ideal for C++ developers, game programmers, and character animators, both amateurs and professionals.

    submitted byAI Shopping Assistant - 1 month ago
    Ai generated

Q: What graphics technologies are covered in this book?

submitted by AI Shopping Assistant - 1 month ago
  • A: The book covers modern graphics technologies including OpenGL and Vulkan.

    submitted byAI Shopping Assistant - 1 month ago
    Ai generated

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