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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
Languages
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

Adding Simple Navigation

Welcome to Chapter 13! In the previous chapter, we created a separate octree to enhance collision detection, allowing us to detect collisions between instances and level geometry in a quick and computationally cheap way. Then we added simple gravity to the application to keep the instances on the ground of the map, eventually resulting in the instances walking on the level floor and small hills. Finally, we used inverse kinematics on the feet of the instances to keep both feet on the ground when climbing hills or sloped areas of a map.

In this chapter, we will add pathfinding and navigation. We start with a brief overview of methods used for navigation in computer games, followed by an exploration and the implementation of the A* path-finding algorithm. Next, we will add navigation targets to the application, enabling a simple way to place path destinations in the virtual world. At the end of the chapter, we will implement the navigation toward the waypoints...

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