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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

Basic anatomy of a Vulkan application

Vulkan was released in 2016 as a successor to OpenGL. The goal was to develop a modern, scalable, low-overhead, cross-platform, 3D graphics API capable of matching the growing number of processors in computers and polygons in games and graphics applications. At the same time, the development of new features for OpenGL had slowed down. The latest version, 4.6, was released in 2017, and it will be still maintained for many more years, but we should look at the changes Vulkan brings to the 3D rendering process.

This is a picture of the – more or less – most important required objects to draw colorful triangles on the screen. Additionally, approximately 30 Vulkan C-style struct definitions must be constructed to create these objects:

Figure 3.1: Main Vulkan objects and their dependencies

Figure 3.1: Main Vulkan objects and their dependencies

We will take a closer look at these objects and their functions in the rendering process:

  • OS Window: This is...
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