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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

Adding Behavior and Interaction

Welcome to Chapter 9! In the previous chapter, we took a deeper look into collision detection. After a discussion about the complexity of finding colliding instances in the virtual world, we explored ways to speed up the collision search by adding world partitioning and model simplifications. Then, we implemented a quadtree to split up the world into smaller areas, and we added bounding boxes and bounding spheres for the instances. Finally, we used both the quadtree and the instance boundaries to detect a collision between instances.

In this chapter, we will add some sort of “real-life” behavior to the instances, giving them the ability to walk around the virtual world by themselves and react to events like the collisions we added in the previous chapter. First, we will take a brief look at behavior trees and state machines and how both works. Then, we will add a visual editor to visually represent the state machines of the instances...

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