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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

Here are some additional suggestions to implement after you have finished reading:

  • Adjust the ImGui window properties by using the window flags to disable properties such as the collapsing of the window, or the movement of it, and watch the result. You can find all supported flags in the imgui.h file.
  • Change the checkbox to enable or disable vertical sync. This may be a bit tricky, as the UserInterface class may have no direct access to all the data you need. One idea to achieve this VSync change is toggling a Boolean variable in the OGLRenderData struct as a flag when the checkbox has been clicked and handling the change of this flag in the draw() method of the renderer.
  • Add additional output to the ImGui window, such as the contents of the perspective and view matrix. You have to move them to the OGLRenderData / VkRenderData struct to access them from the UserInterface class. GLM has a glm::to_string() function, which works like std::to_string(...
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