9798283826691 (10 results)

Published by Independently Published 2025
- Softcover
Seller: Rarewaves.com USA, London, LONDO, United KingdomRarewaves.com USA
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Paperback. Condition: New.

Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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Condition: New.

Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK
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US$ 39.58
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Condition: New.

Published by Independently Published 2025
- Softcover
Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK
Contact seller5-star sellerCondition: New
US$ 42.74
US$ 87.20 shippingShips from United Kingdom to U.S.A.Quantity: Over 20 available
Paperback. Condition: New.

Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK
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US$ 42.50
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Condition: As New. Unread book in perfect condition.

Published by Independently Published 2025
- Softcover
- Print on Demand
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail
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US$ 42.03
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Paperback. Condition: new. Paperback. Game Animation Programming with C++: Master Real-Time Character and Motion Systems Using Modern C++, OpenGL, and Vulkan is a comprehensive, hands-on guide for developers who want to build professional-grade animation systems from the ground up.This book takes you deep into the core of how mo…dern 3D games animate characters in real time. You'll learn exactly how to load and process animation data, manage skeletal hierarchies, blend and interpolate motion, implement inverse kinematics (IK), and render skinning on the GPU using OpenGL and Vulkan. Everything is written with modern C++ in mind, with clear architectural patterns, real-world code, and production-ready examples.From importing animation assets with Assimp, to building efficient blend trees, debugging animation states, and synchronizing gameplay with character motion-every technique is explained clearly and implemented in full. Whether you're designing your own engine or upgrading an existing system, you'll gain deep knowledge of animation runtime behavior, transform math, GPU pipelines, and real-time IK solutions.You'll also explore advanced topics such as procedural animation with spring-damper systems, blending between physics and keyframe control, visualizing animation states, compressing animation data, and profiling GPU-bound bottlenecks. The book concludes with a full third-person character case study, showing how to connect input, animation, and visual feedback into a fluid, responsive game experience.What You'll LearnImplement skeletal animation using modern C++ and matrix mathUse Assimp to load meshes, skeletons, and animation clipsApply forward and inverse kinematics for foot placement and aimingBuild animation state machines, blend trees, and event systemsWrite efficient skinning shaders in GLSL and VulkanCompress, stream, and optimize animation for real-time performanceDebug and visualize character rigs, IK targets, and animation flowCreate a production-ready third-person animation system from start to finishWhether you're a systems programmer, technical animator, graphics engineer, or indie developer, this book gives you everything you need to understand, build, and optimize animation pipelines for modern games.Stop treating animation as a black box. Learn how it really works-and start building it yourself. Get your copy today and master the systems behind every expressive, responsive, and believable character in games. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

Published by Amazon Digital Services LLC - Kdp 2025
- Print on Demand
Seller: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US
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US$ 42.97
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PAP. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Published by Amazon Digital Services LLC - Kdp 2025
- Print on Demand
Seller: PBShop.store UK, Fairford, GLOS, United KingdomPBShop.store UK
Contact seller5-star sellerCondition: New
US$ 39.59
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PAP. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Published by Independently Published 2025
- Softcover
- Print on Demand
Seller: CitiRetail, Stevenage, United KingdomCitiRetail
Contact seller5-star sellerCondition: New
US$ 44.20
US$ 49.64 shippingShips from United Kingdom to U.S.A.Quantity: 1 available
Paperback. Condition: new. Paperback. Game Animation Programming with C++: Master Real-Time Character and Motion Systems Using Modern C++, OpenGL, and Vulkan is a comprehensive, hands-on guide for developers who want to build professional-grade animation systems from the ground up.This book takes you deep into the core of how mo…dern 3D games animate characters in real time. You'll learn exactly how to load and process animation data, manage skeletal hierarchies, blend and interpolate motion, implement inverse kinematics (IK), and render skinning on the GPU using OpenGL and Vulkan. Everything is written with modern C++ in mind, with clear architectural patterns, real-world code, and production-ready examples.From importing animation assets with Assimp, to building efficient blend trees, debugging animation states, and synchronizing gameplay with character motion-every technique is explained clearly and implemented in full. Whether you're designing your own engine or upgrading an existing system, you'll gain deep knowledge of animation runtime behavior, transform math, GPU pipelines, and real-time IK solutions.You'll also explore advanced topics such as procedural animation with spring-damper systems, blending between physics and keyframe control, visualizing animation states, compressing animation data, and profiling GPU-bound bottlenecks. The book concludes with a full third-person character case study, showing how to connect input, animation, and visual feedback into a fluid, responsive game experience.What You'll LearnImplement skeletal animation using modern C++ and matrix mathUse Assimp to load meshes, skeletons, and animation clipsApply forward and inverse kinematics for foot placement and aimingBuild animation state machines, blend trees, and event systemsWrite efficient skinning shaders in GLSL and VulkanCompress, stream, and optimize animation for real-time performanceDebug and visualize character rigs, IK targets, and animation flowCreate a production-ready third-person animation system from start to finishWhether you're a systems programmer, technical animator, graphics engineer, or indie developer, this book gives you everything you need to understand, build, and optimize animation pipelines for modern games.Stop treating animation as a black box. Learn how it really works-and start building it yourself. Get your copy today and master the systems behind every expressive, responsive, and believable character in games. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.