Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key 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 Description Animation 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 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.
With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity.
One significant advance in these early days came when Nintendo added a Picture Processing Unit (PPU) to their Nintendo Entertainment System. This was an early piece of hardware that was designed to speed up graphics processing by moving ...
This book introduces you to the world of game development with C++. C++ Game Development By Example starts by touching upon the basic concepts of math, programming, and computer graphics and creating a simple side-scrolling action 2D game.
Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav’s game programming courses at USC, it’s fun, easy, practical, hands-on, and complete.
Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games ...
CD-ROM contains: Examples for text -- Toon3DCreator 1.7 with full source code.
Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete ...
The USENET newsgroup comp.lang.java.3d can be searched and mailed to from Google's Groups page (http://groups.google.com/groups?group=comp.lang.java.3d). Roadmaps for the future A feature-complete beta version ofJava 3D 1.4 may be ...
The book assumes no knowledge about SFML or game development, but a solid understanding of C++ is required.
CD-ROM contains Dev-C++ version 4.9.9.2, LlamaWorks2D game engine, GNU Image Manipulation Program (GIMP), Audacity Audio Editor and Recorder, FruityLoops Studio Lite, Formati graphics converter and POV-Ray Tracer 3.6.