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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

Extending the code to support behavior changes

A few steps are left to fully support computer-controlled behavior in the instances. First, we need a copy of a node tree in every instance.

Creating a node tree copy for every instance

We cannot just copy the nodes since the original and copy would access the same node behind the shared pointer. Reusing the same nodes for multiple instances would lead to chaos, since collision events from all instances would be triggered, resulting in the same steps executed for all instances sharing the nodes.

To create a copy of the node tree for one of the instances, a custom copy constructor for the SingleInstanceBehavior class has been created. The copy constructor sets the required callbacks, copies the links, and loops through the vector of existing nodes to create a clone of every node. For nodes that change instance behavior, the additional node action callback will be set.

Next, the callback chain to the renderer must be completed...

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