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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

Summary

In this chapter, we added the ability to save the current configuration of the application to a file and load the same configuration back into the application. First, we evaluated the advantages and disadvantages of binary and textual save files and checked three common text file types to find a fitting format for our save files. Next, we explored the chosen YAML file format and implemented the save and load functionalities. Finally, we added a default file to load at application startup to help the user with the first steps of the application handling.

In the next chapter, will take care of custom cameras in the application. Currently, we use only the internal camera to fly around in the virtual world. By adding custom camera types, more visualization options for the virtual world are possible. We will add a third-person-style camera, following one of the instances similar to an action game, and a stationary camera that follows one instance. Additionally, a simple camera...

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