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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

Chapter 7: Exploring the glTF File Format

In this chapter, we will explore glTF, a file format that contains everything you need to display animated models. It's a standard format that most three-dimensional content creation applications can export to and allows you to load any arbitrary model.

This chapter focuses on the file format itself. Later chapters will focus on implementing loading parts of glTF files as they become relevant. By the end of this chapter, you should have a solid understanding of the glTF file format.

This chapter will focus on building the following skills:

  • Understanding what data is inside of a glTF file
  • Implementing a glTF loading using cgltf
  • Learning how to export glTF files from Blender

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