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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

Implementing a “move to instance” function

As the first change for the “move to instance” functionality, we will add a small set of coordinate arrows appearing at the origin of the drawn model to identify the currently selected instance. We will also add a button to center the currently selected instance. Let’s start with the implementation of the coordinate arrows.

Adding coordinate arrows

Since we will use lines instead of triangles to draw coordinate arrows at the center of the selected instance, we need some extra data structures, objects and shaders. To store the vertex and color data, we add two new structs to the declarations in the file OGLRenderData.h in the opengl folder:

struct OGLLineVertex {
  glm::vec3 position = glm::vec3(0.0f);
  glm::vec3 color = glm::vec3(0.0f);
};
struct OGLLineMesh {
  std::vector<OGLLineVertex> vertices{};
};

For Vulkan, the new structs are named VkLineVertex and VkLineMesh, residing in...

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