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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

Adding and removing model instances dynamically

Supporting multiple instances from multiple models was done by creating the class AssimpInstance in the model folder. Every AssimpInstance contains a smart pointer to access its base model, including the nodes and bones. Adding multiple instances of the same model requires one of two options to handle nodes and bones: using a copy of the node data structures in every instance or sharing the model’s nodes across all instances.

To avoid the duplication of all nodes in every instance, we will reuse the nodes of the model during the calculation of each final node position for the frame.

Reusing the bones for the sake of simplicity

To calculate the nodes during animation in the updateAnimation() method, we iterate the channels of the clip and use the model’s corresponding node:

  for (const auto& channel : animChannels) {
    std::string nodeNameToAnimate =
      channel->getTargetNodeName();
    std:...
You have been reading a chapter from
Mastering C++ Game Animation Programming
Published in: Mar 2025
Publisher: Packt
ISBN-13: 9781835881927
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