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E-book
Author Dunsky, Michael, author

Title C++ game animation programming : learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan / Michael Dunsky, Gabor Szauer
Edition Second edition
Published Birmingham, UK : Packt Publishing, 2023

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Description 1 online resource (xx, 158 pages) : illustrations
Contents Part 1: Building a Graphics Renderer -- Chapter 1: Creating the Game Window -- Chapter 2: Building an OpenGL 4 Renderer -- Chapter 3: Building a Vulkan Renderer -- Chapter 4: Working with Shaders -- Chapter 5: Adding Dear ImGui to Show Valuable Information --
Part 2: Mathematics Roundup -- Chapter 6: Understanding Vector and Matrix -- Chapter 7: A Primer on Quaternions and Splines --
Part 3: Working with Models and Animations -- Chapter 8: Loading Models in the glTF Format -- Chapter 9: The Model Skeleton and Skin -- Chapter 10: About Poses, Frames, and Clips -- Chapter 11: Blending between Animations --
Part 4: Advancing Your Code to the Next Level -- Chapter 12: Cleaning Up the User Interface -- Chapter 13: Implementing Inverse Kinematics -- Chapter 14: Creating Instanced Crowds -- Chapter 15: Measuring Performance and Optimizing the Code
Summary 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 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
Bibliography Includes bibliographical references and index
Subject Video games -- Programming.
C++ (Computer program language)
C++ (Computer program language)
Video games -- Programming.
Form Electronic book
Author Szauer, Gabor, author
ISBN 9781803241364
1803241365