C++ game animation programming learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

If 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 learn everything you need to know about game animation,...

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Bibliographic Details
Main Authors: Dunsky, Michael, Szauer, Gabor (Author)
Format: eBook
Language:English
Published: Birmingham, UK Packt Publishing 2023
Edition:Second edition
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
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100 1 |a Dunsky, Michael 
245 0 0 |a C++ game animation programming  |b learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan  |c Michael Dunsky, Gabor Szauer 
250 |a Second edition 
260 |a Birmingham, UK  |b Packt Publishing  |c 2023 
300 |a xx, 158 pages  |b illustrations 
505 0 |a Part 1: Building a Graphics Renderer -- Chapter 1: Creating the Game Window -- Chapter 2: Building an OpenGL 4 Renderer -- Chapter 3: Building a Vulkan Renderer -- Chapter 4: Working with Shaders -- Chapter 5: Adding Dear ImGui to Show Valuable Information -- 
505 0 |a Part 2: Mathematics Roundup -- Chapter 6: Understanding Vector and Matrix -- Chapter 7: A Primer on Quaternions and Splines -- 
505 0 |a Part 4: Advancing Your Code to the Next Level -- Chapter 12: Cleaning Up the User Interface -- Chapter 13: Implementing Inverse Kinematics -- Chapter 14: Creating Instanced Crowds -- Chapter 15: Measuring Performance and Optimizing the Code 
505 0 |a Part 3: Working with Models and Animations -- Chapter 8: Loading Models in the glTF Format -- Chapter 9: The Model Skeleton and Skin -- Chapter 10: About Poses, Frames, and Clips -- Chapter 11: Blending between Animations -- 
505 0 |a Includes bibliographical references and index 
653 |a C++ (Langage de programmation) 
653 |a Video games / Programming / fast / (OCoLC)fst00872114 
653 |a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476 
653 |a C++ (Computer program language) / http://id.loc.gov/authorities/subjects/sh87007505 
653 |a Jeux vidéo / Programmation 
653 |a C++ (Computer program language) / fast / (OCoLC)fst00843286 
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520 |a If 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 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