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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

A brief overview of animations

Today’s game character animations are completely different from the 2D animations from cartoons created about 100 years ago, such as the famous cartoons by Walt Disney in the 1930s. But there are still a lot of similarities between modern computer animations and the hand-drawn animations of the past.

glTF animations are based on key poses. Every animation has at least a starting and an ending key pose, and most animations also have many key poses at specific points in time. If the starting and the ending key poses are the same, or similar, the animation can be played in a continuous loop. But if these two key poses are too different, another animation must follow at the end, or the direction of the animation must be reversed.

To fill the time between the key poses, intermediate frames are calculated. While intermediate frames had to be drawn by hand in the past, the calculations in modern 3D animations are done by interpolating the vertex...

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