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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 FREE CHAPTER
2. Working with Open Asset Import Library 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

Practical sessions

Here are some additions you could make to the code:

  • Add a more complete gravity.

Instead of just manipulating the vertical position of the instances, use a more complex way to apply gravity by using vertical acceleration. Since gravity is used in two places, in the instance for the speed and in the renderer for the collision detection, synchronization between both code parts is needed.

  • Add collision detection for the third-person camera.

In real games, the camera is also a normal object in the virtual world. And instead of clipping through the level data, the camera always stays inside the same boundaries as the character it follows, connected by a spring arm structure to allow adjustments if the camera is unable to keep the exact position behind the character. You can try to add a bounding box for the third-person camera and check the boundaries against the level octree too. Remember to also check and change the distance...

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