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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

The A* path-finding algorithm

The A* algorithm was published in 1968 in the earlier days of computing. A* is the result of the path planning for an AI-controlled mobile robot called Shakey. The robot was developed at the Stanford Research Institute. Its software included computer vision and natural language processing, and it was able to do simple tasks like driving to a place in the lab on its own, without describing every single action in advance. A link is available in the Additional resources section with more details about the project and the robot.

But what makes A* different from Dijkstra’s algorithm?

Estimating the distance to the target

While Dijkstra’s algorithm only uses the weights between nodes, A* adds a heuristic value to every node. The heuristic function calculates an estimated cost of the cheapest path from every node to the selected target. In many cases, such as for large worlds and many nodes, calculating the minimal costs between every...

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