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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

Differences and similarities between OpenGL 4 and Vulkan

It shouldn’t be a surprise that Vulkan is unable to create any kind of rendering miracles when used instead of OpenGL, as the underlying hardware remains the same. However, there are a number of improvements in the management of the GPU.

Let’s take a look at some of the most visible points.

Technical similarities

These are a few technical similarities – things you may find familiar when switching from OpenGL to Vulkan:

  • The framebuffer works quite similarly in Vulkan and OpenGL. You create a special object and attach one or more textures (images in Vulkan) to it, and the GPU renders the picture to it.
  • If you use deferred rendering, a technique where different intermediate steps write their passes into buffers, this is similar to a Vulkan render pass and its subpasses.
  • The shader stages of the GPU are the same. We are using only vertex and fragment shaders, but the remaining stages...
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