Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Artikelnummer 233435303 Erscheinungsdatum 2026/06/27 Listenpreis €8.72 Modellnummer 233435303
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Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflowKey FeaturesBuild a functional and production-ready modern animation system with complete features using C++Learn basic, advanced, and skinned animation programming with this step-by-step guideDiscover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook DescriptionAnimation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning.This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well.By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.What you will learnGet the hang of 3D vectors, matrices, and transforms, and their use in game developmentDiscover various techniques to smoothly blend animationsGet to grips with GLTF file format and its design decisions and data structuresDesign an animation system by using animation tracks and implementing skinningOptimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettesImplement the IK technique for your game characters using CCD and FABRIK solversUnderstand dual quaternion skinning and how to render large instanced crowdsWho this book is forThis book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.Table of ContentsCreating a Game WindowImplementing VectorsImplementing MatricesImplementing QuaternionsImplementing Transforms Building an Abstract Renderer Exploring the glTF File FormatCreating Curves, Frames, and TracksImplementing Animation ClipsMesh SkinningOptimizing the Animation PipelineBlending between AnimationsImplementing Inverse KinematicsUsing Dual Quaternions for SkinningRendering Instanced Crowds Read more

ASIN B087X9SQ8D
XRay Not Enabled
ISBN13 978-1800207967
Edition 1st
Language English
File size 5.3 MB
Page Flip Enabled
Publisher Packt Publishing
Word Wise Not Enabled
Print length 567 pages
Accessibility Learn more
Screen Reader Supported
Publication date June 12, 2020
Enhanced typesetting Enabled

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