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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

Enhancing collision detection for level data

To speed up collision detection between instances and level geometry, we will create spatial partitioning for the level data, like the octree. But instead of adding the level triangles to the instance octree, we build a specialized octree for the triangle data alone.

Adding a new octree type

Using a separate data structure for level data makes more sense than trying to mix both data types in the existing octree for several reasons:

  • The level data is static while the instance positions change frequently. We need to do costly updates to a quite heavily utilized octree on every instance position change, possibly resulting in a lot of additional split and merge operations when removing and re-adding the instances.
  • The number of subdivisions for level data and instances may be completely different, depending on the level’s complexity and the number of instances. Having only a small number of instances roaming...
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