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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 a highlight to the selected instance

At first sight, adding some sort of highlight seems to be easy by adding some more fields to the vertices and the vertex buffer. Sadly, we are using instanced rendering for performance reasons. This means that all instances share the same vertex data. So, this approach does not work.

The next idea may be the instance placement and animations data. These matrices are calculated entirely by our compute shaders from Chapter 2, fed by the node transform data of the nodes. Adding model related data to every node seems to be a bit overkill, since the highlighted data is needed only once per instance, not once per node.

A better idea would be another SSBO, filled with the correct data in the draw() call of the renderer, right after the node transform data has been retrieved from the instance. In the instance loop, we have direct access to all instances of a model and can simply push a value to a std::vector, stating if this is the selected...

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