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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

Adding navigation targets to the map

Before we start, let us imagine which properties a possible navigation target must have:

  • It should come in any shape and number.
  • It should be easy to select and move around.
  • It can be placed anywhere on the ground.
  • Ideally, it should be able to move by itself.

So, our ideal target is a model instance! And since we already have all the ingredients for this list, implementing navigation targets becomes easy.

Adjusting model and instance

First, we add a new Boolean variable named msUseAsNavigationTarget to the ModelSettings struct:

  bool msUseAsNavigationTarget = false;

The AssimpModel class also needs two simple public methods named setAsNavigationTarget() and isNavigationTarget() to set and query the new variable:

    void setAsNavigationTarget(bool value);
    bool isNavigationTarget();

In the UserInterface class, a checkbox will be added to set the state of a model with a simple...

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