Search icon CANCEL
Subscription
0
Cart icon
Cart
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details
Toc

Table of Contents (22) Chapters close

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

To get the most out of this book

To follow the code snippets and the example code, you should have some experience using C++. Any special or advanced features will be explained, and resources to learn more about these features are included in the chapters when they are first used. However, you should be able to debug simple C++ problems (e.g., by using logging statements).

The code in this book is written for OpenGL 4.6 and Vulkan 1.1. These versions are widely supported in modern GPUs; the oldest graphics cards known to work with these API versions are from the Intel HD Graphics 4000 series, created about 10 years ago.

Software used in the book

Operating system requirements

OpenGL 4.6 and Vulkan 1.1

Windows or Linux

The example code presented in this book can be compiled on any desktop computer or laptop running a recent version of Windows and Linux. The code has been tested with the following combinations:

  • Windows 10 with Visual Studio 2022
  • Windows 10 with Eclipse 2023-06, using GCC from MSYS2 and Ninja as the build system
  • Ubuntu 22.04 with Eclipse 2023-06, using GCC or Clang
  • Ubuntu 22.04 compiling on the command line, using GCC or Clang

If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book’s GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.

The full source code for the examples is available from the book’s GitHub repository (a link is available in the next section). The chapters in the book contain only excerpts from the code, covering the important parts.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime}