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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

There are some additions you could make to the code:

  • Extend the YAML loader to migrate the configuration file.

As mentioned in the section Bumping the configuration file version, add the functionality to load both the old and new versions of the configuration file. Saving the file could be done in the newest version.

  • Add oscillation to the stationary camera.

Like in real life, a security camera could have the additional ability to automatically move left and right, or up and down. Possible controls are the extent and speed of the movement.

  • Add a rotation around the vertical axis of the third-person camera.

Instead of just being able to view the instances from behind, add another property containing the rotation around the vertical axis. By rotating the camera 90 degrees, you would be able to create a three-dimensional side-scroller, and by rotating the camera 180 degrees, the instance would face you while...

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