C++ Game Animation Programming. Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan - Second Edition - Helion
Tytuł oryginału: C++ Game Animation Programming. Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan - Second Edition
ISBN: 9781803241364
stron: 480, Format: ebook
Księgarnia: Helion
Cena książki: 129,00 zł
Książka będzie dostępna od grudnia 2023
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.
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Spis treści
C++ Game Animation Programming. Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan - Second Edition eBook -- spis treści
- 1. Creating the Game Window
- 2. Building an OpenGL 4 Renderer
- 3. Building a Vulkan Renderer
- 4. Working with Shaders
- 5. Adding Dear ImGui to show valuable information
- 6. Understanding Vector and Matrix
- 7. A Primer on Quaternions and Splines
- 8. Loading Models in the glTF format
- 9. The Model Skeleton and Skin
- 10. About Poses, Frames, and Clips
- 11. Blending between Animations
- 12. Cleaning up the User Interface
- 13. Implementing Inverse Kinematics
- 14. Creating Instanced Crowds
- 15. Measuring Performance and Optimizing the Code