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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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Toc

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

To get the most out of this book

To get the most out of this book, some experience with C++ is expected. You don’t have to be a hardened C++ master, but you should be able to debug simple C++ problems. Having some experience with OpenGL is a plus, but not required. No advanced C++ features are used. The provided code compiles against C++ 11 or the most recent version.

The code in this book is written against OpenGL 3.3 Core. The OpenGL code presented in this book is forward compatible; the highest compatible version of OpenGL at the time of publishing is 4.6. In Chapter 6, Building an Abstract Renderer, you will implement a thin abstraction layer on top of OpenGL. Throughout the rest of the book, you will be coding against this abstraction layer, rather than OpenGL directly.

The code presented should compile and run on just about any laptop running Windows 10 or a more recent version. The only hardware requirement to follow along with this book is access to a computer that can run Visual Studio 2019 or a more recent version.

The minimum hardware requirements for Visual Studio 2019 are:

  • Windows 10, version 1703 or higher
  • 1.8 Ghz or a faster processor
  • 2GB of RAM

These requirements can be found online at: https://docs.microsoft.com/en-us/visualstudio/releases/2019/system-requirements

Download the example code files

You can download the example code files for this book from your account at http://www.packt.com. If you purchased this book elsewhere, you can visit http://www.packt.com/support and register to have the files emailed directly to you.

You can download the code files by following these steps:

  1. Log in or register at http://www.packt.com.
  2. Select the SUPPORT tab.
  3. Click on Code Downloads & Errata.
  4. Enter the name of the book in the Search box and follow the on-screen instructions.

Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:

  • WinRAR/7-Zip for Windows
  • Zipeg/iZip / UnRarX for Mac
  • 7-Zip/PeaZip for Linux

The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Game-Animation-Programming. In case there's an update to the code, it will be updated on the existing GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. For example; "Mount the downloaded WebStorm-10*.dmg disk image file as another disk in your system."

A block of code is set as follows:

public:
    Pose();
    Pose(const Pose& p);
    Pose& operator=(const Pose& p);
    Pose(unsigned int numJoints);

Any command-line input or output is written as follows:

# cp /usr/src/asterisk-addons/configs/cdr_mysql.conf.sample
     /etc/asterisk/cdr_mysql.conf

Bold: Indicates a new term, an important word, or words that you see on the screen, for example, in menus or dialog boxes, also appear in the text like this. For example: "Select System info from the Administration panel."

Note

Warnings or important notes appear like this.

Tips and tricks appear like this.

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