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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

UI controls are cool

In Chapter 5, we added a slider to control the field of view of the renderer output. For such a task, a slider is great, as it shows visual feedback of the range and the selected value within that range. However, using a slider to select the animation clip or skeleton node has a major drawback – it lacks the visible mapping between the numerical value of the clip or node and the clip or node name itself. Selecting a specific clip or a node is a try-and-error process, resulting in you having to remember or write down the most important numbers.

By changing the slider to a list box or a combo box, the names of the animation clips and nodes will be shown instead of just the numbers of the clips and nodes. Internally, the currently selected entry of the combo box is identified by its index in the array of all elements in the combo box, resulting in an implicit mapping between a numerical value and name. So, we do not need any additional control structure...

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