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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
Author Profile Icon Gabor Szauer
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

What are quaternions?

First, we need to check the mathematical elements that are required to describe and work with a quaternion. Without this, the quaternion is hard to understand.

Imaginary and complex numbers

If we try to solve this simple quadric equation, we are stuck if we are limited to the mathematical rules of the real numbers:

<math xmlns="http://www.w3.org/1998/Math/MathML" display="block"><mrow><mrow><mrow><msup><mi>x</mi><mn>2</mn></msup><mo>+</mo><mn>1</mn><mo>=</mo><mn>0</mn><mo>|</mo><mo>−</mo><mn>1</mn></mrow></mrow></mrow></math>

<math xmlns="http://www.w3.org/1998/Math/MathML" display="block"><mrow><mrow><msup><mi>x</mi><mn>2</mn></msup><mo>=</mo><mo>−</mo><mn>1</mn></mrow></mrow></math>

As the square of a number is always equal to or greater than zero and never negative, this equation has no result in the default mathematics world.

To be able to solve such equations, so-called imaginary numbers were introduced. The problem with equations like the one in the preceding formula is older than you may think: the basics of imaginary numbers have been known since the 15th century, and their usage was widely accepted in the 18th century.

To visualize the principle of imaginary numbers, a two-dimensional cartesian plane is used, as shown in Figure 7.1. The normal real numbers are on the horizontal x axis, while the imaginary...

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