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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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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

Moving computations to different places

Even with the current multi-core processors and several GHz of core frequencies, CPU power is still a scarce and precious resource. Every CPU cycle you waste by doing unnecessary calculations, using the wrong algorithms, or repeating operations is lost for the remaining parts of the program. Therefore, it is important to identify how to save CPU cycles while still doing the intended computations.

Recalculate only when necessary

There are essentially two opposite paths available to optimize code. You can try to optimize the code in a way that computes the results on every call with low overhead – or you can be lazy, cache the results, and recalculate new results only when some of the parameters have changed.

Both paths have their pros and cons. While continuously computed results will produce smooth and uniform calculation times in the functions, you do a lot of unnecessary operations if the input values never change. With the...

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