Hands-on C++ Game Animation Programming
(eBook)

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Published:
[United States] : Packt Publishing, 2020.
Format:
eBook
Content Description:
1 online resource (368 pages)
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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.

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Language:
English
ISBN:
9781800207967, 1800207964

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Restrictions on Access
Instant title available through hoopla.
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.
System Details
Mode of access: World Wide Web.

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Citations

APA Citation (style guide)

Szauer, G. (2020). Hands-on C++ Game Animation Programming. Packt Publishing.

Chicago / Turabian - Author Date Citation (style guide)

Szauer, Gabor. 2020. Hands-on C++ Game Animation Programming. Packt Publishing.

Chicago / Turabian - Humanities Citation (style guide)

Szauer, Gabor, Hands-on C++ Game Animation Programming. Packt Publishing, 2020.

MLA Citation (style guide)

Szauer, Gabor. Hands-on C++ Game Animation Programming. Packt Publishing, 2020.

Note! Citation formats are based on standards as of July 2022. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.

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Grouped Work ID:
641524dd-67a9-cf40-10c3-18143680c163
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Hoopla Extract Information

hooplaId17518499
titleHands-on C++ Game Animation Programming
languageENGLISH
kindEBOOK
series
season
publisherPackt Publishing
price1.35
active1
pa
profanity
children
demo
duration
rating
abridged
fiction
purchaseModelINSTANT
dateLastUpdatedNov 20, 2024 06:44:43 PM

Record Information

Last File Modification TimeAug 02, 2025 11:06:12 PM
Last Grouped Work Modification TimeAug 02, 2025 10:23:36 PM

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