Hands-On C++ Game Animation Programming
Author:
Publisher:
Varies, see individual formats and editions
Publication Date:
Varies, see individual formats and editions
Description
Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this step-by-step guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions Book Description Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You'll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You'll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you'll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques. What you will learn Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowds Who this book is for This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.
More Details
Contributors:
ISBN:
9781800207967
Reviews from GoodReads
Loading GoodReads Reviews.
Staff View
Grouping Information
Grouped Work ID | 641524dd-67a9-cf40-10c3-18143680c163 |
---|---|
Grouping Title | hands on c game animation programming |
Grouping Author | gabor szauer |
Grouping Category | book |
Grouping Language | English (eng) |
Last Grouping Update | 2025-08-02 22:23:36PM |
Last Indexed | 2025-08-04 22:50:14PM |
Solr Fields
accelerated_reader_point_value
0
accelerated_reader_reading_level
0
author
Szauer, Gabor
author2-role
Safari, an O’Reilly Media Company
hoopla digital
hoopla digital
author_display
Szauer, Gabor
display_description
Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this step-by-step guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions Book Description Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You'll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You'll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you'll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques. What you will learn Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowds Who this book is for This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.
id
641524dd-67a9-cf40-10c3-18143680c163
isbn
9781800207967
last_indexed
2025-08-05T04:50:14.622Z
lexile_score
-1
literary_form
Non Fiction
literary_form_full
Non Fiction
primary_isbn
9781800207967
publishDate
2020
publisher
Packt Publishing
recordtype
grouped_work
subject_facet
C++ (Computer program language)
Computer graphics
Computer programming
Computers
Electronic books
Games
Languages
Software engineering
Computer graphics
Computer programming
Computers
Electronic books
Games
Languages
Software engineering
title_display
Hands-On C++ Game Animation Programming
title_full
Hands-On C++ Game Animation Programming [electronic resource] / Szauer, Gabor
Hands-on C++ Game Animation Programming [electronic resource] / Gabor Szauer
Hands-on C++ Game Animation Programming [electronic resource] / Gabor Szauer
title_short
Hands-On C++ Game Animation Programming
topic_facet
C++ (Computer program language)
Computer graphics
Computer programming
Computers
Electronic books
Games
Languages
Software engineering
Computer graphics
Computer programming
Computers
Electronic books
Games
Languages
Software engineering
Solr Details Tables
item_details
Bib Id | Item Id | Shelf Location | Call Num | Format | Format Category | Num Copies | Is Order Item | Is eContent | eContent Source | eContent URL | Detailed Status | Last Checkin | Location |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
oreillywesthaven:9781800208087 | 9781800208087 | O'Reilly (West Haven) | Online O'Reilly (West Haven) | eBook | eBook | 1 | false | true | O'Reilly (West Haven) | https://learning.oreilly.com/library/view/-/9781800208087/?ar | Available Online | O'Reilly (West Haven) | |
hoopla:MWT17518499 | Online Hoopla Collection | Online Hoopla | eBook | eBook | 1 | false | true | Hoopla | https://www.hoopladigital.com/title/17518499?utm_source=MARC&Lid=hh4435 | Available Online |
record_details
Bib Id | Format | Format Category | Edition | Language | Publisher | Publication Date | Physical Description | Abridged |
---|---|---|---|---|---|---|---|---|
oreillywesthaven:9781800208087 | eBook | eBook | 1st edition | English | Packt Publishing | 2020 | 1 online resource (368 pages) | |
hoopla:MWT17518499 | eBook | eBook | English | Packt Publishing | 2020 | 1 online resource (368 pages) |