Mastering C Game Animation Programming Enhance Your Skills With Advanced Game Animation Techniques In C Opengl And Vulkan

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Mastering C++ Game Animation Programming

Author: Michael Dunsky
language: en
Publisher: Packt Publishing Ltd
Release Date: 2025-03-28
Develop a compact game engine-like animation application in C++ using OpenGL 4 or Vulkan through hands-on implementation in this part-color guide Key Features Learn how to build a game engine–like skeleton application using a modern graphics API Explore compute shaders, visual selection, UI creation, visual programming, configuration file handling, collision detection, behavior controls, and more Create your own virtual world with naturally acting inhabitants Purchase of the print or Kindle book includes a free PDF eBook Book Description With two decades of programming experience across multiple languages and platforms, expert game developer and console porting programmer Michael Dunsky guides you through the intricacies of character animation programming. This book tackles the common challenges developers face in creating sophisticated, efficient, and visually appealing character animations. You’ll learn how to leverage the Open Asset Import Library for easy 3D model loading and optimize your 3D engine by offloading computations from the CPU to the GPU. The book covers visual selection, extended camera handling, and separating your application into edit and simulation modes. You’ll also master configuration storage to progressively build your virtual world piece by piece. As you develop your engine-like application, you’ll implement collision detection, inverse kinematics, and expert techniques to bring your characters to life with realistic visuals and fluid movement. For more advanced animation and character behavior controls, you’ll design truly immersive and responsive NPCs, load real game maps, and use navigation algorithms, enabling the instances to roam freely in complex environments. By the end of this book, you’ll be skilled at designing interactive virtual worlds inhabited by lifelike NPCs that exhibit natural, context-aware behaviors. What will you learn Master the basics of the Open Asset Import Library Animate thousands of game characters Extend ImGui with more advanced control types Implement simple configuration file handling Explore collision detection between 3D models and world objects Combine inverse kinematics and collision detection Work with state machines, behavior trees, and interactive NPC behaviors Implement navigation for NPC movement in unknown terrains Who this book is for This book is for experienced C++ developers, game programmers, and character animators who already have basic knowledge of character animation but are curious to learn more. The book assumes advanced C++ knowledge and is ideal for those eager to delve into advanced animation techniques and create interactive virtual worlds.
C++ Game Animation Programming

Author: Michael Dunsky
language: en
Publisher: Packt Publishing Ltd
Release Date: 2023-12-01
Build your own OpenGL or Vulkan application in C++ and learn the latest techniques in character animation for modern games with this detailed, color guide Key Features Learn how to create a game skeleton with keyboard and mouse controls along with modern graphics Gain insights into model loading, character animations, inverse kinematics, and debugging techniques Master the art of creating animated characters and controlling their various aspects Purchase of the print or Kindle book includes a free PDF eBook Book 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 find expanded content on high-performance graphics and modern animation techniques, along with improved workflows and enhanced guidance on using OpenGL and Vulkan. 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 learn Create simple OpenGL and Vulkan applications and work with shaders Explore the glTF file format, including its design and data structures Design an animation system with poses, clips, and skinned meshes Find out how vectors, matrices, quaternions, and splines are used in game development Discover and implement ways to seamlessly blend character animations Implement inverse kinematics for your characters using CCD and FABRIK solvers Understand how to render large, animated crowds efficiently Identify and resolve performance issues Who this book is for This 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.
Game Animation Programming with C++

Author: Jeff Cearley
language: en
Publisher: Independently Published
Release Date: 2025-05-13
Game Animation Programming with C++: Master Real-Time Character and Motion Systems Using Modern C++, OpenGL, and Vulkan is a comprehensive, hands-on guide for developers who want to build professional-grade animation systems from the ground up. This book takes you deep into the core of how modern 3D games animate characters in real time. You'll learn exactly how to load and process animation data, manage skeletal hierarchies, blend and interpolate motion, implement inverse kinematics (IK), and render skinning on the GPU using OpenGL and Vulkan. Everything is written with modern C++ in mind, with clear architectural patterns, real-world code, and production-ready examples. From importing animation assets with Assimp, to building efficient blend trees, debugging animation states, and synchronizing gameplay with character motion-every technique is explained clearly and implemented in full. Whether you're designing your own engine or upgrading an existing system, you'll gain deep knowledge of animation runtime behavior, transform math, GPU pipelines, and real-time IK solutions. You'll also explore advanced topics such as procedural animation with spring-damper systems, blending between physics and keyframe control, visualizing animation states, compressing animation data, and profiling GPU-bound bottlenecks. The book concludes with a full third-person character case study, showing how to connect input, animation, and visual feedback into a fluid, responsive game experience. What You'll Learn Implement skeletal animation using modern C++ and matrix math Use Assimp to load meshes, skeletons, and animation clips Apply forward and inverse kinematics for foot placement and aiming Build animation state machines, blend trees, and event systems Write efficient skinning shaders in GLSL and Vulkan Compress, stream, and optimize animation for real-time performance Debug and visualize character rigs, IK targets, and animation flow Create a production-ready third-person animation system from start to finish Whether you're a systems programmer, technical animator, graphics engineer, or indie developer, this book gives you everything you need to understand, build, and optimize animation pipelines for modern games. Stop treating animation as a black box. Learn how it really works-and start building it yourself. Get your copy today and master the systems behind every expressive, responsive, and believable character in games.