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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

Selecting a model instance with point and click

Before we start with the implementation, we will look at the two different approaches to add visual selection to an application: by “shooting” a ray into the virtual scene, and by using a texture holding an index of the instances.

Pros and cons of shooting virtual rays

You may find the following idea of shooting a virtual ray into your scene appealing:

We already have the position of the camera in the virtual world as the first endpoint, and by mapping the mouse pointer positions back from screen positions to scene coordinates, you will get the second endpoint. Mapping coordinates back to the scene is only a couple of matrix inversions and multiplications away.

Sounds promising and easy, doesn’t it?

Sadly, it is common to underestimate the final complexity at this point. As long as you only have a single model in the world, or two, everything is fine. You shoot the virtual ray into the scene,...

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