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C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details

Table of Contents (22) Chapters

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 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

Practical sessions

Try out these ideas to get a deeper insight into vertex skinning:

  • Implement dual quaternion skinning also on the CPU side. This is simpler than the GLSL variant because you can use the quaternion and dual quaternion data types of GLM in the code, and do not have to convert them to 2x4 matrices. Compare the timings with the normal CPU vertex skinning.
  • Adjust the vector normals in the shader to follow the changes in the vertices. Right now, the vertex normals are copied unchanged to the fragment shader, and the normals are not altered when the model triangles are rotated. This leads to incorrect lighting on the model as the direction of the normal and the direction of the triangle no longer match. Hint: use the transpose of the inverse matrix.
  • Clean up the renderers and remove the box model data. In the next chapter, we will fully concentrate on character animations, and the boxes will most probably obstruct the exploration of the animations.
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