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Published by Packt Publishing 12/1/2023, 2023
ISBN 10: 1803246529 ISBN 13: 9781803246529
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Paperback or Softback. Condition: New. C++ Game Animation Programming - Second Edition: Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan 1.8. Book.
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ISBN 10: 1835881920 ISBN 13: 9781835881927
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Paperback or Softback. Condition: New. Mastering C++ Game Animation Programming: Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan 2.04. Book.
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ISBN 10: 1803246529 ISBN 13: 9781803246529
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Paperback. Condition: New. Video game characters have a fascinating history, evolving from simple 2D sprites to high-polygon 3D models. Take a look behind the curtain and learn how to build a 3D renderer, load character models, play animations and blend between them, and create large crowds of animated people with this comprehensive C++ game animation programming guide.
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Add to basketPaperback. Condition: New. Video game characters have a fascinating history, evolving from simple 2D sprites to high-polygon 3D models. Take a look behind the curtain and learn how to build a 3D renderer, load character models, play animations and blend between them, and create large crowds of animated people with this comprehensive C++ game animation programming guide.
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Add to basketPaperback. Condition: New. Video game characters have a fascinating history, evolving from simple 2D sprites to high-polygon 3D models. Take a look behind the curtain and learn how to build a 3D renderer, load character models, play animations and blend between them, and create large crowds of animated people with this comprehensive C++ game animation programming guide.
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Add to basketPaperback. Condition: New. Video game characters have a fascinating history, evolving from simple 2D sprites to high-polygon 3D models. Take a look behind the curtain and learn how to build a 3D renderer, load character models, play animations and blend between them, and create large crowds of animated people with this comprehensive C++ game animation programming guide.
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Add to basketTaschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Build your own OpenGL or Vulkan application in C++ and learn the latest techniques in character animation for modern games with this detailed, color guideKey FeaturesLearn how to create a game skeleton with keyboard and mouse controls along with modern graphicsGain insights into model loading, character animations, inverse kinematics, and debugging techniquesMaster the art of creating animated characters and controlling their various aspectsPurchase of the print or Kindle book includes a free PDF Elektronisches BuchBook DescriptionIf you're fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you'll find expanded content on high-performance graphics and modern animation techniques, along with improved workflows and enhanced guidance on using OpenGL and Vulkan. You'll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters.First, you'll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you'll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You'll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output.By the end of this book, you'll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.What you will learnCreate simple OpenGL and Vulkan applications and work with shadersExplore the glTF file format, including its design and data structuresDesign an animation system with poses, clips, and skinned meshesFind out how vectors, matrices, quaternions, and splines are used in game developmentDiscover and implement ways to seamlessly blend character animationsImplement inverse kinematics for your characters using CCD and FABRIK solversUnderstand how to render large, animated crowds efficientlyIdentify and resolve performance issuesWho this book is forThis book is for curious C++ developers, game programmers, game designers, and character animators, either pursuing this as a hobby or profession, who have always wanted to look behind the curtain and see how character animation in games works. The book assumes basic C++ and math knowledge, and you should be able to read code and math formulas to get the most out of this book.Table of ContentsCreating the Game WindowBuilding an OpenGL 4 RendererBuilding a Vulkan RendererWorking with ShadersAdding Dear ImGui to show valuable informationUnderstanding Vector and MatrixA Primer on Quaternions and SplinesLoading Models in the glTF formatThe Model Skeleton and SkinAbout Poses, Frames, and ClipsBlending between AnimationsCleaning up the User InterfaceImplementing Inverse KinematicsCreating Instanced CrowdsMeasuring Performance and Optimizing the Code.
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Add to basketTaschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Develop a compact game engine-like animation application in C++ using OpenGL 4 or Vulkan through hands-on implementation in this part-color guideKey Features: Learn how to build a game engine-like skeleton application using a modern graphics API Explore compute shaders, visual selection, UI creation, visual programming, configuration file handling, collision detection, behavior controls, and more Create your own virtual world with naturally acting inhabitants Purchase of the print or Kindle book includes a free PDF Elektronisches BuchBook Description:With two decades of programming experience across multiple languages and platforms, expert game developer and console porting programmer Michael Dunsky guides you through the intricacies of character animation programming. This book tackles the common challenges developers face in creating sophisticated, efficient, and visually appealing character animations.You'll learn how to leverage the Open Asset Import Library for easy 3D model loading and optimize your 3D engine by offloading computations from the CPU to the GPU. The book covers visual selection, extended camera handling, and separating your application into edit and simulation modes. You'll also master configuration storage to progressively build your virtual world piece by piece.As you develop your engine-like application, you'll implement collision detection, inverse kinematics, and expert techniques to bring your characters to life with realistic visuals and fluid movement. For more advanced animation and character behavior controls, you'll design truly immersive and responsive NPCs, load real game maps, and use navigation algorithms, enabling the instances to roam freely in complex environments.By the end of this book, you'll be skilled at designing interactive virtual worlds inhabited by lifelike NPCs that exhibit natural, context-aware behaviors.What You Will Learn: Master the basics of the Open Asset Import Library Animate thousands of game characters Extend ImGui with more advanced control types Implement simple configuration file handling Explore collision detection between 3D models and world objects Combine inverse kinematics and collision detection Work with state machines, behavior trees, and interactive NPC behaviors Implement navigation for NPC movement in unknown terrainsWho this book is for:This book is for experienced C++ developers, game programmers, and character animators who already have basic knowledge of character animation but are curious to learn more. The book assumes advanced C++ knowledge and is ideal for those eager to delve into advanced animation techniques and create interactive virtual worlds.Table of Contents Working with Open Asset Import Library Moving Animation Calculations from CPU to GPU Adding a Visual Selection Enhancing Application Handling Saving and Loading the Configuration Extending Camera Handling Enhancing Animation Controls An Introduction to Collision Detection Adding Behavior and Interaction Advanced Animation Blending Loading a Game Map Advanced Collision Detection Adding Simple Navigation Creating Immersive Interactive Worlds.