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Hands-On Game Animation Programming, published by Packt

License: MIT License

C++ 13.30% C 86.35% GLSL 0.35%
animation game-development game-animation

hands-on-game-animation-programming's Introduction

Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming

This is the code repository for Hands-On C++ Game Animation Programming, published by Packt.

Learn modern animation techniques from theory to implementation with C++ and OpenGL

What is this book about?

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.

This book covers the following exciting features:

  • 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

If you feel this book is for you, get your copy today!

https://www.packtpub.com/

Instructions and Navigations

All of the code is organized into folders. For example, Chapter02.

The code will look like the following:

if (test expression)
{
  Statement upon condition is true
}

Following is what you need for this book: 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 the following software and hardware list you can run all code files present in the book (Chapter 1-15).

Software and Hardware List

Chapter Software required OS required
1 to 15 Visual Studio 2019 Windows

Related products

Get to Know the Author

Gabor Szauer has been making games since 2010. He graduated from Full Sail University in 2010 with a bachelor's degree in game development. Gabor maintains an active Twitter presence, @gszauer, and maintains a programming-oriented game development blog. Gabor's previously published books are Game Physics Programming Cookbook and Lua Quick Start Guide, both published by Packt.

Suggestions and Feedback

Click here if you have any feedback or suggestions.

Download a free PDF

If you have already purchased a print or Kindle version of this book, you can get a DRM-free PDF version at no cost.
Simply click on the link to claim your free PDF.

https://packt.link/free-ebook/9781800208087

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