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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

To get the most out of this book

To follow the code snippets and the example code, you should have some experience using C++. Any special or advanced features will be explained, and resources to learn more about these features are included in the chapters when they are first used. However, you should be able to debug simple C++ problems (e.g., by using logging statements).

The code in this book is written for OpenGL 4.6 and Vulkan 1.1. These versions are widely supported in modern GPUs; the oldest graphics cards known to work with these API versions are from the Intel HD Graphics 4000 series, created about 10 years ago.

Software used in the book

Operating system requirements

OpenGL 4.6 and Vulkan 1.1

Windows or Linux

The example code presented in this book can be compiled on any desktop computer or laptop running a recent version of Windows and Linux. The code has been tested with the following combinations:

  • Windows 10 with Visual Studio 2022
  • Windows 10 with Eclipse 2023-06, using GCC from MSYS2 and Ninja as the build system
  • Ubuntu 22.04 with Eclipse 2023-06, using GCC or Clang
  • Ubuntu 22.04 compiling on the command line, using GCC or Clang

If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book’s GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.

The full source code for the examples is available from the book’s GitHub repository (a link is available in the next section). The chapters in the book contain only excerpts from the code, covering the important parts.

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