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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

Using spatial partitioning to reduce complexity

In this section, we will take a look at some methods to split our world space into different parts, lowering the number of instances in each of the parts. We start with the simplest variant of spatial partitioning in two or three dimensions, the grid.

Grid

In a grid, the virtual lines divide the virtual world into equally sized squares or rectangles, or equally sized cubes and cuboids.

Figure 8.1: 2D and 3D grids

While grids are easy to create, Figure 8.1 already shows some of the problems. Objects larger than the grid spacing must be placed into all overlapping grid fields, requiring checking all affected fields for other instances.

And while the vast majority of the grid will remain empty, “crowded places” inside the virtual world can lead to many instances inside a single field of the grid. Many instances mean many checks, and an uneven distribution of instances may cause slowdowns due to the...

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