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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
Languages
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

Index

A

AABB lookup tables

creating 242

A* algorithm 416

acceleration

using 206- 208

action node 272

additive animation 19

additive blending

code, extending to support additive animations 327-330

head animation node, adding 332, 333

head animation settings, saving 333-335

implementing 324

mappings, creating for head animations 330-332

working 325-327

Advanced Vector Extensions (AVX) 234

animation clips

actions, mapping to 211-213

animation performance

data model, adjusting 56-58

data representation, analyzing 54-56

hotspots, locating in code 53

profiling 51-53

animations

blending between 190

A* path-finding algorithm 421

A*-based navigation, implementing 424

distance, estimating to target 421

exploring 422-424

ground triangles, generating 428-431

mesh triangles, preparing 425, 426

path, between two ground triangles 431

path costs, minimizing 422

path...

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