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portada C++ Game Animation Programming - Second Edition: Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan (in English)
Type
Physical Book
Language
Inglés
Pages
480
Format
Paperback
Dimensions
23.5 x 19.1 x 2.5 cm
Weight
0.82 kg.
ISBN13
9781803246529
Edition No.
0002

C++ Game Animation Programming - Second Edition: Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan (in English)

Michael Dunsky (Author) · Gabor Szauer (Author) · Packt Publishing · Paperback

C++ Game Animation Programming - Second Edition: Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan (in English) - Dunsky, Michael ; Szauer, Gabor

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Synopsis "C++ Game Animation Programming - Second Edition: Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan (in English)"

Build your own OpenGL or Vulkan application in C++ and use it as a playground to explore the path from basic features to advanced techniques of character animation in modern games with the help of this illustrated guideKey FeaturesLearn how to create a game skeleton with keyboard and mouse controls along with modern graphicsGain insights into model loading, character animations, inverse kinematics, and debugging techniquesMaster the art of creating animated characters and controlling their various aspectsPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionIf you're fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you.In this new edition, you'll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you'll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you'll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You'll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output.By the end of this book, you'll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.What you will learnCreate simple OpenGL and Vulkan applications and work with shadersExplore the glTF file format, including its design and data structuresDesign an animation system with poses, clips, and skinned meshesFind out how vectors, matrices, quaternions, and splines are used in game developmentDiscover and implement ways to seamlessly blend character animationsImplement inverse kinematics for your characters using CCD and FABRIK solversUnderstand how to render large, animated crowds efficientlyIdentify and resolve performance issuesWho this book is forThis book is for curious C++ developers, game programmers, game designers, and character animators, either pursuing this as a hobby or profession, who have always wanted to look behind the curtain and see how character animation in games works. The book assumes basic C++ and math knowledge, and you should be able to read code and math formulas to get the most out of this book.Table of ContentsCreating the Game WindowBuilding an OpenGL 4 RendererBuilding a Vulkan RendererWorking with ShadersAdding Dear ImGui to show valuable informationUnderstanding Vector and MatrixA Primer on Quaternions and SplinesLoading Models in the glTF formatThe Model Skeleton and SkinAbout Poses, Frames, and ClipsBlending between AnimationsCleaning up the User InterfaceImplementing Inverse KinematicsCreating Instanced CrowdsMeasuring Performance and Optimizing the Code

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All books in our catalog are Original.
The book is written in English.
The binding of this edition is Paperback.

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