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Hands-On C++ Game Animation Programming

You're reading from  Hands-On C++ Game Animation Programming

Product type Book
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Pages 368 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
Toc

Table of Contents (17) Chapters close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors 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

Summary

In this chapter, you learned how to encode animation data to textures, as well as how to interpret the data in a vertex shader. Several strategies for improving performance by changing how the animation data is encoded were also covered. This technique of writing data into a texture can be used to bake any kind of sampled data.

To bake an animation, you need to clip out into a texture. This clip was sampled at set intervals. The global position of every bone was recorded at each interval and written to a texture. In this animation texture, every joint takes up three rows: one for position, one for rotation, and one for scale.

You rendered the crowd mesh using instancing and created a shader that can read per-instance data from uniform arrays. Per instance-data for actors of the crowd, such as position, rotation, and scale, were passed to the shader as uniform arrays and interpreted using the instance ID as an index into those arrays.

Finally, you created the Crowd...

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