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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Toc

Table of Contents (22) Chapters Close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window FREE CHAPTER 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

Summary

In this chapter, we explored performance measurements and optimization of the code we created throughout all the chapters of this book.

First, we looked at the basic dos and don’ts of optimization. You should do any optimizations as late as possible and avoid premature optimization at all costs, as it will slow down the development and eventually delay your product. Also, we talked about some basic ideas on how to make code run faster.

Next, we checked our code examples from Chapter 14 for hotspots and bottlenecks on both the CPU and GPU sides. By using a profiling tool, we detected the code parts where the processor spent more time than necessary. RenderDoc helped us to analyze the frames that are sent from the application to the graphics card, and to compare the effects of different variants of the rendering code sent to the GPU.

Finally, two pieces of advice for the optimization process were given. Scaling up the application helps you to find the real bottlenecks...

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