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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

Extending Camera Handling

Welcome to Chapter 6! In Chapter 5, we added the functionality to save and load the application configuration. First, we explored data types, file formats, and which data to save to a file. Then, we implemented a parser class to write and read configuration files in the YAML file format. At the end of the chapter, all models and instances plus the global settings were stored in a YAML file by using the yaml-cpp library, and all data could be read back into the application, enabling us to resume building the virtual world.

In this chapter, we will enhance the camera configuration. As the first two steps, we will extend the application to handle more than one camera and add multiple camera types. Then, we’ll implement camera types for a first-person and third-person view, following a selected instance like in real games. Next, we will add stationary cameras, allowing a surveillance-style view of the virtual scenery. As the last step, we will add...

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