Preface
Character animations have existed since the first games were created for computers. The spaceships in SpaceWar!, written by Steve Russell in 1962 for a PDP-1, and Computer Space by Nolan Bushnell, released in 1971 as an arcade cabinet, were animated, with the animation showing the direction in which the spaceships headed.
Over time, the evolution of character animation went from these raster graphics, drawn by the electron beam inside the cathode-ray tube of old TV sets, to simple 2D pictures (so-called “sprites”). These sprites were drawn by hand, picture by picture, and every one of these pictures showed a different animation phase. To create the illusion of real-time animations, the pictures were shown quickly one after another, like cartoons. The main characters in Pac-Man and Super Mario Bros. are just a bunch of two-dimensional pictures, brought to life by proper timing between the sprites and their motion over the screen.
Eventually, the character models became real 3D objects. First, they were made of simply dozens of triangles, and as the graphics hardware became more powerful, the numbers got larger and larger. Current 3D models can have more than 500,000 polygons, and even these characters are animated smoothly in real time.
This book covers the animation of 3D game characters, taking a closer look at the principles of character components and animation. After explaining the theoretical elements of animation, we will provide an example implementation that will guide you from the conceptual stage to the real-world usage in an application. With this knowledge, you will be able to implement a similar animation system, regardless of the programming language or rendering API.