Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Hands-On C++ Game Animation Programming
Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL

eBook
€26.98 €29.99
Paperback
€37.99
Subscription
Free Trial
Renews at €18.99p/m

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
Product feature icon AI Assistant (beta) to help accelerate your learning
OR
Modal Close icon
Payment Processing...
tick Completed

Billing Address

Table of content icon View table of contents Preview book icon Preview Book

Hands-On C++ Game Animation Programming

Chapter 2: Implementing Vectors

In this chapter, you will learn the basics of vector math. Much of what you will code throughout the rest of this book relies on having a strong understanding of vectors. Vectors will be used to represent displacement and direction.

By the end of this chapter, you will have implemented a robust vector library and will be able to perform a variety of vector operations, including component-wise and non-component-wise operations.

We will cover the following topics in this chapter:

  • Introducing vectors
  • Creating a vector
  • Understanding component-wise operations
  • Understanding non-component-wise operations
  • Interpolating vectors
  • Comparing vectors
  • Exploring more vectors

    Important information:

    In this chapter, you will learn how to implement vectors in an intuitive, visual way that relies on code more than math formulas. If you are interested in math formulas or want some interactive examples to try out, go to https://gabormakesgames.com/vectors.html.

Left arrow icon Right arrow icon
Download code icon Download Code

Key benefits

  • Build a functional and production-ready modern animation system with complete features using C++
  • Learn basic, advanced, and skinned animation programming with this step-by-step guide
  • Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions

Description

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.

Who is this book for?

This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.

What you will learn

  • Get the hang of 3D vectors, matrices, and transforms, and their use in game development
  • Discover various techniques to smoothly blend animations
  • Get to grips with GLTF file format and its design decisions and data structures
  • Design an animation system by using animation tracks and implementing skinning
  • Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes
  • Implement the IK technique for your game characters using CCD and FABRIK solvers
  • Understand dual quaternion skinning and how to render large instanced crowds

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Jun 12, 2020
Length: 368 pages
Edition : 1st
Language : English
ISBN-13 : 9781800207967
Languages :
Concepts :
Tools :

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
Product feature icon AI Assistant (beta) to help accelerate your learning
OR
Modal Close icon
Payment Processing...
tick Completed

Billing Address

Product Details

Publication date : Jun 12, 2020
Length: 368 pages
Edition : 1st
Language : English
ISBN-13 : 9781800207967
Languages :
Concepts :
Tools :

Packt Subscriptions

See our plans and pricing
Modal Close icon
€18.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
€189.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts
€264.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total 104.97
Hands-On C++ Game Animation Programming
€37.99
Game Development Projects with Unreal Engine
€32.99
Beginning C++ Game Programming
€33.99
Total 104.97 Stars icon

Table of Contents

16 Chapters
Chapter 1: Creating a Game Window Chevron down icon Chevron up icon
Chapter 2: Implementing Vectors Chevron down icon Chevron up icon
Chapter 3: Implementing Matrices Chevron down icon Chevron up icon
Chapter 4: Implementing Quaternions Chevron down icon Chevron up icon
Chapter 5: Implementing Transforms Chevron down icon Chevron up icon
Chapter 6: Building an Abstract Renderer Chevron down icon Chevron up icon
Chapter 7: Exploring the glTF File Format Chevron down icon Chevron up icon
Chapter 8: Creating Curves, Frames, and Tracks Chevron down icon Chevron up icon
Chapter 9: Implementing Animation Clips Chevron down icon Chevron up icon
Chapter 10: Mesh Skinning Chevron down icon Chevron up icon
Chapter 11: Optimizing the Animation Pipeline Chevron down icon Chevron up icon
Chapter 12: Blending between Animations Chevron down icon Chevron up icon
Chapter 13: Implementing Inverse Kinematics Chevron down icon Chevron up icon
Chapter 14: Using Dual Quaternions for Skinning Chevron down icon Chevron up icon
Chapter 15: Rendering Instanced Crowds Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(4 Ratings)
5 star 75%
4 star 0%
3 star 0%
2 star 0%
1 star 25%
Walt Georgio Apr 23, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I read the kindle edition. This book provides excellent and fairly in depth knowledge if you want to learn animation using C++ and openGL with insights on topics such file formats to store animation data (GLTF in this case), inverse kinematic techniques (CCD and Fabrik) and mesh skinning, to mention a few. Each chapter has working code examples that illustrate the topics involved in animating a character. The book ends with a chapter on baking animations to textures.An interesting and useful read if you're interested in "under the hood" computer animation techniques.
Amazon Verified review Amazon
Aitor Jul 10, 2022
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is the book if you want to learn how to properly program animations from scratch. I have been searching for this knowledge on the internet ages and it was always really hard to find a step by step guide that I could understand.
Amazon Verified review Amazon
Jadan Bliss Jul 23, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I absolutely recommend this book. It is a great introduction to core game/technical animation concepts, uses a free open and modern file format (glTF from the Khronos Group), and provides a solid foundation on which to expand. It takes advanced concepts and--between illustration, explanation, and example code--makes them clear enough that the reader can modify them for their own needs with little to no further assistance. This book is a great expansion and companion to the author's blog. The clarity of his explanations on his blog were what convinced me to buy the book, and I'm glad I did.I spent about a week to build everything in my spare time, and went from having zero familiarity with the programming side of modern game animation, dual quaternions, or IK, to understanding and knowing enough to consider the needs of my upcoming game project in modifying the codebase built with this book.My advice to fellow readers: The book moves at a good pace, and it's easy to get caught up in just typing in what's in the book. Take time to look at, and ideally type in yourself, the sample application code (Sample.h and Sample.cpp in each sample application's Code folder) in the download. It's a great way to cement understanding and apply the concepts and techniques presented in the book. When in doubt about your code's behavior, the download also contains compiled versions of all the examples in one convenient program.
Amazon Verified review Amazon
mathman54 Oct 16, 2020
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
I have gotten to chapter 1. The author leaves a lot to be desired. No use of bold lettering for important concepts. He acknowledges that there are going to be beginning users of the book. He does not write for these beginning users. I can troubleshoot basic c++ programs but his text is more for advanced users. He does not give specific instructions for the beginner.In chapter 1 he has you write a .h file. But does not give you what you need to write the file properly. His writing is muddy. I am not impressed with Packt books.I have another book from packt. When I compile the code I get all kinds of errors.
Amazon Verified review Amazon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

How do I buy and download an eBook? Chevron down icon Chevron up icon

Where there is an eBook version of a title available, you can buy it from the book details for that title. Add either the standalone eBook or the eBook and print book bundle to your shopping cart. Your eBook will show in your cart as a product on its own. After completing checkout and payment in the normal way, you will receive your receipt on the screen containing a link to a personalised PDF download file. This link will remain active for 30 days. You can download backup copies of the file by logging in to your account at any time.

If you already have Adobe reader installed, then clicking on the link will download and open the PDF file directly. If you don't, then save the PDF file on your machine and download the Reader to view it.

Please Note: Packt eBooks are non-returnable and non-refundable.

Packt eBook and Licensing When you buy an eBook from Packt Publishing, completing your purchase means you accept the terms of our licence agreement. Please read the full text of the agreement. In it we have tried to balance the need for the ebook to be usable for you the reader with our needs to protect the rights of us as Publishers and of our authors. In summary, the agreement says:

  • You may make copies of your eBook for your own use onto any machine
  • You may not pass copies of the eBook on to anyone else
How can I make a purchase on your website? Chevron down icon Chevron up icon

If you want to purchase a video course, eBook or Bundle (Print+eBook) please follow below steps:

  1. Register on our website using your email address and the password.
  2. Search for the title by name or ISBN using the search option.
  3. Select the title you want to purchase.
  4. Choose the format you wish to purchase the title in; if you order the Print Book, you get a free eBook copy of the same title. 
  5. Proceed with the checkout process (payment to be made using Credit Card, Debit Cart, or PayPal)
Where can I access support around an eBook? Chevron down icon Chevron up icon
  • If you experience a problem with using or installing Adobe Reader, the contact Adobe directly.
  • To view the errata for the book, see www.packtpub.com/support and view the pages for the title you have.
  • To view your account details or to download a new copy of the book go to www.packtpub.com/account
  • To contact us directly if a problem is not resolved, use www.packtpub.com/contact-us
What eBook formats do Packt support? Chevron down icon Chevron up icon

Our eBooks are currently available in a variety of formats such as PDF and ePubs. In the future, this may well change with trends and development in technology, but please note that our PDFs are not Adobe eBook Reader format, which has greater restrictions on security.

You will need to use Adobe Reader v9 or later in order to read Packt's PDF eBooks.

What are the benefits of eBooks? Chevron down icon Chevron up icon
  • You can get the information you need immediately
  • You can easily take them with you on a laptop
  • You can download them an unlimited number of times
  • You can print them out
  • They are copy-paste enabled
  • They are searchable
  • There is no password protection
  • They are lower price than print
  • They save resources and space
What is an eBook? Chevron down icon Chevron up icon

Packt eBooks are a complete electronic version of the print edition, available in PDF and ePub formats. Every piece of content down to the page numbering is the same. Because we save the costs of printing and shipping the book to you, we are able to offer eBooks at a lower cost than print editions.

When you have purchased an eBook, simply login to your account and click on the link in Your Download Area. We recommend you saving the file to your hard drive before opening it.

For optimal viewing of our eBooks, we recommend you download and install the free Adobe Reader version 9.