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Mastering C++ Game Animation Programming

You're reading from   Mastering C++ Game Animation Programming Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan

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Product type Paperback
Published in Mar 2025
Publisher Packt
ISBN-13 9781835881927
Length 544 pages
Edition 1st Edition
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Concepts
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Author (1):
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Michael Dunsky Michael Dunsky
Author Profile Icon Michael Dunsky
Michael Dunsky
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Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Populating the World with the Game Character Models
2. Working with Open Asset Import Library FREE CHAPTER 3. Moving Animation Calculations from CPU to GPU 4. Adding a Visual Selection 5. Part 2: Transforming the Model Viewer into an Animation Editor
6. Enhancing Application Handling 7. Saving and Loading the Configuration 8. Extending Camera Handling 9. Part 3: Tuning Character Animations
10. Enhancing Animation Controls 11. An Introduction to Collision Detection 12. Adding Behavior and Interaction 13. Advanced Animation Blending 14. Part 4: Enhancing Your Virtual World
15. Loading a Game Map 16. Advanced Collision Detection 17. Adding Simple Navigation 18. Creating Immersive Interactive Worlds 19. Other Books You May Enjoy
20. Index

Summary

In this chapter, we enhanced the instance selection methods in the code for better handling of finding the selected instance on the screen. Plus, we added the ability to select an instance by using the mouse. First, we implemented a button to center our virtual camera on the selected instance. Next, we added the ability to highlight the selected model, making it easier to spot on the screen. Then, we implemented a visual selection, allowing the user to select an instance by clicking on any instance with the mouse. Finally, we created the possibility to select no instance at all, avoiding accidental changes.

In the next chapter, we will lay some groundwork to adapt more game engine features to the model viewer. As well as splitting the behavior of the viewer into an edit mode and a pure viewer functionality, we will add the ability to revert ongoing changes to an instance. At the end of the next chapter, we will implement undo/redo functionality, allowing the user to revert...

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