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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

An Introduction to Collision Detection

Welcome to Chapter 8! In the previous chapter, we extended the instance animation system. We started by adding lookup tables for the animation transforms and moved the computations to the GPU. Next, we added movement states and UI controls to the application to create mappings between states and animation clips. As the last step, we updated the YAML parser to save and restore the animation clip mappings.

In this chapter, we will implement a two-tier collision detection for the instances. We will start with an exploration of the complexity of collision detection, and how to lower the complexity by removing instances based on their distance and by simplifying the representation of the instances. Then, we will discuss methods to simplify the instances to minimize the number of intersection checks even more. Next, we will implement a quadtree to limit the number of instances to check, and finally, we will add bounding spheres to the instances...

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