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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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Toc

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

Practical sessions

You will see this section at the end of every chapter in the book. Here, I will add a bunch of suggestions and exercises that you can try out with the code on GitHub.

Usually, there’s no danger in doing something wrong while experimenting. Changing lines, deleting, or adding new code may end in your program no longer compiling or even crashing, but your computer will not explode if you make mistakes. In the few cases where hazardous behavior can occur (such as overwriting some of your files), I will attach a big red warning sticker.

So, here’s something for you to try. After you have created the window, you might notice that you still can’t resize it (the setting was done intentionally). You might also want to change the title of the window to make it more like your very own application. And the handling of the mouse and keyboard could also use a little bit of polish.

You could try to do the following:

  • Play around with the window title. You can change it at any time after its creation, and it can store a lot of information in an easily accessible place. You could use it for the name of the model you loaded, the animation replay speed, and more.
  • Set a callback for the handling of window resizing. This will be handy once we have enabled 3D rendering, and you will need to adjust the sizes of the other buffers too.
  • Store information about some keys, such as W, A, S, and D or the cursor keys. Set the status when pressed and clear it on release. We will need the stored status of the keys in Chapter 5 to move around inside the virtual world.
  • Add support for mouse movement on a mouse button press only. Imagine you would like to rotate the view around your animated model while the left button is being pressed or zoom in and out while the right button is being pressed.
You have been reading a chapter from
C++ Game Animation Programming - Second Edition
Published in: Dec 2023
Publisher: Packt
ISBN-13: 9781803246529
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