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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Table of Contents (22) Chapters Close

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

Measure twice, cut once!

The saying, “Measure twice, cut once,” is popular among carpenters. Cutting a wooden plank is irreversible, and if the resulting plank is too short due to inaccurate measurements, the carpenter must start over with a new plank.

Thanks to Source Code Management (SCM) software such as Git, code changes are not irreversible in the way that cutting wood is. But you will waste precious time if you start optimizing without a plan.

Always measure before you take actions

If you find a performance problem in your application, you may feel the urge to optimize it somehow. However, making code changes by following gut feelings is a bad idea, as you will most likely not end up optimizing the actual code responsible for the slow performance, instead just making assumptions about which part of the code may be slow.

So, before you dive into the code and try your best to make it faster, you should at least start measuring the times taken by different...

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