Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2025
Publisher Packt
ISBN-13 9781835881927
Length 544 pages
Edition 1st Edition
Languages
Concepts
Arrow right icon
Author (1):
Arrow left icon
Michael Dunsky Michael Dunsky
Author Profile Icon Michael Dunsky
Michael Dunsky
Arrow right icon
View More author details
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

Moving Animation Calculations from CPU to GPU

Welcome to Chapter 2! In the previous chapter, we explored the steps to load and animate a 3D model by using Open Assimp Import Library, or Assimp for short. The resulting application can render a large number of model instances. But, depending on your processor type and speed, the computational part for the model matrices becomes dominant quite fast. As a consequence, we are no longer able to reach 60 frames per second in the application.

In this chapter, we move the matrix calculations to compute shaders, running entirely on the GPU. We start with a short history of methods to do computations that are independent of the main code of the application, and the growth of parallelism in CPUs and GPUs. Next, we examine the current state of the matrix calculations. Then, we create a plan for what we should move to a compute shader, and how this relocation could be accomplished. As the last step, we check the results of the relocation and...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime