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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

Implementing bounding spheres

Bounding spheres as abstractions of higher detailed models can be used in different ways. One possible way is shown in Figure 8.9, where the sphere encloses the entire model. But as you can see in Figure 8.9, we would have a lot of empty space around the model, resulting in more false positives. Plus, we already have a method to do a broader check for possible collisions: the bounding boxes.

Instead, we will use the spheres to simplify the instances at a more detailed level by adding configurable bounding spheres to the model’s nodes. Even though we would have to now check several dozens of spheres against the spheres of another instance, we are still way below the computational power we would need to check every single triangle of both models against each other.

The number of false positives will also remain at an acceptable level. As stated broadly in the Simplifying the instances for faster collision checks section, choosing between...

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