Nov

22

2020

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

Laser 22 Nov 2020 18:53 LEARNING » e-book

Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL
English | 2020 | ISBN-13 : 978-1800208087 | 368 Pages | True (PDF, EPUB, MOBI) + Code | 271.84 MB

Animation is one of the most important parts of any game.

Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow

Key Features

Build 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 guide

Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions

Book Description

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 learn

Get the hang of 3D vectors, matrices, and transforms, and their use in game development

Discover various techniques to smoothly blend animations

Get to grips with GLTF file format and its design decisions and data structures

Design an animation system by using animation tracks and implementing skinning

Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes

Implement the IK technique for your game characters using CCD and FABRIK solvers

Understand dual quaternion skinning and how to render large instanced crowds

Who this book is for

This 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 Contents

Creating a Game Window

Implementing Vectors

Implementing Matrices

Implementing Quaternions

Implementing Transforms

Building an Abstract Renderer

Exploring the glTF File Format

Creating Curves, Frames, and Tracks

Implementing Animation Clips

Mesh Skinning

Optimizing the Animation Pipeline

Blending between Animations

Implementing Inverse Kinematics

Using Dual Quaternions for Skinning

Rendering Instanced Crowds



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