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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

An overview of different ways to navigate

Pathfinding and navigation have been used in video games for much longer than one might think. Let’s explore a couple of navigation methods.

Distance-based navigation

One of the oldest games using a simple algorithm to mimic intelligent behavior for enemies is Pac-Man by Namco. Each of the four ghosts (Blinky, Pinky, Inky, and Clyde) has a slightly different kind of “character,” created only by the target point of the ghost’s movement.

While the red ghost (Blinky) is chasing Pac-Man directly, the pink ghost (Pinky) and the blue ghost (Inky) will try to get in front of Pac-Man, effectively trying to surround the player. The fourth ghost (the orange Clyde) has “a mind of its own” and switches between chasing the player and running away.

The decision about the new path to choose is made only at the intersections in the game’s maze and is based entirely on the distance to the target...

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