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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

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

Creating a window

In this section, you will create a window. This means you will be using Win32 API calls directly to open a window and control its life cycle from code. You will also set up a debug console that can run alongside the window, which is useful for viewing logs.

Important note

An in-depth discussion of the Win32 API is beyond the scope of this book. For additional information on any of the Win32 APIs, refer to the Microsoft Developers Network (MSDN) at https://docs.microsoft.com/en-us/windows/win32/api/.

To make logging a bit easier, two windows will be open at the same time in debug mode. One will be the standard Win32 window, and the other will be a console window for viewing logs. This can be achieved by setting the linker conditionally. In debug mode, the application should link to the console subsystem. In release mode, it should link to the window subsystem.

Setting the linker subsystem can be done through the project's properties or in code using...

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