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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 write an abstraction layer on top of the OpenGL API. For the most part, you will be using these classes to draw things throughout the rest of the book, but a few stray OpenGL calls might find their way into our code here and there.

Abstracting OpenGL in this fashion will let future chapters focus on animation without having to worry about the underlying API. It should be straightforward to port this API to other backends as well.

There are two samples for this chapter—Chapter06/Sample00, which is the code used up to this point, and Chapter06/Sample01, which shows a simple textured and lit plane rotating in place. Sample01 is a good example of how to use the code you have written so far.

Sample01 also includes a utility class, DebugDraw, that won't be covered in this book. The class is found in DebugDraw.h and DebugDraw.cpp. The DebugDraw class can be used to draw debug lines quickly with a simple API. The DebugDraw class...

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