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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 made the first steps toward a much bigger project. We started with a simple window, whose only task was to be closed again. This showed us the general usage of GLFW. In the next section, we added OpenGL support, and we also tried to detect support for the Vulkan API. If one of them fails (most probably Vulkan), you could continue with OpenGL and skip Chapter 3. The remaining code in this book will be built independently of the renderer and run with OpenGL and Vulkan as the rendering APIs. After the 3D rendering capabilities, we added the handling of the basic window events. Finally, we added the handling of the keyboard for mouse events, allowing us to build view controls and movement in our virtual 3D world.

With these building blocks, you can now create application windows using only a few lines of code. Additionally, you can retrieve input from the mouse and keyboard and prepare the window to display hardware-accelerated graphics. What is shown inside this window is up to your imagination.

In Chapter 2, we will create a basic OpenGL renderer.

You have been reading a chapter from
C++ Game Animation Programming - Second Edition
Published in: Dec 2023
Publisher: Packt
ISBN-13: 9781803246529
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