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Hands-On C++ Game Animation Programming - Learn modern animation techniques from theory to implementation with C++ and OpenGL (Paperback)
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Hands-On C++ Game Animation Programming - Learn modern animation techniques from theory to implementation with C++ and OpenGL (Paperback)
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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 DescriptionAnimation 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 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 forThis 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.
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