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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 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

Summary

In this chapter, we added static level data to the virtual world. After exploring the differences between level maps and models, we looked at suitable file formats for level data and how to find cool game maps. Then, we added support for level data to the application and replaced the quadtree with an octree to support collision detection in three dimensions. Finally, we added the new level data and a level AABB to the renderer. We will extend the level data in the next two chapters to create a virtual world where the instances can roam around freely and by themselves.

In the next chapter, we will continue the collision detection from Chapter 8. First, we will extend the existing code to support collisions between instances and the level geometry. To ensure the instances are always on the ground, we will introduce gravity in the virtual world. As the last step, we add inverse kinematics to the legs of the instances, allowing the model to climb stairs or slopes with natural...

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