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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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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

The complexities of collision detection

We already talked about the complexity of finding a collision in Chapter 3 when deciding how to implement a visual selection, either using ray shooting or buffer drawing. We’ve chosen to draw the instances into a separate buffer, avoiding collision detection entirely.

Now is the right time to do a short reprise of the complex topic and to present solutions to accelerate finding collisions between instances.

Avoiding the naive way

If we would check every triangle of every instance against all triangles of all other instances for collisions in the virtual world, this would come with immense processing costs. These simple, brute-force collision checks would grow exponentially, making it impossible to keep up a reasonable frame time when adding more and more instances.

Instead of using the naive solution, we should take a step back and think about possible types of simplification before implementing any kind of collision detection...

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