Hands-on C++ Game Animation Programming
(eBook)
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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Citations
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.
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Hoopla Extract Information
hooplaId | 17518499 |
---|---|
title | Hands-on C++ Game Animation Programming |
language | ENGLISH |
kind | EBOOK |
series | |
season | |
publisher | Packt Publishing |
price | 1.35 |
active | 1 |
pa | |
profanity | |
children | |
demo | |
duration | |
rating | |
abridged | |
fiction | |
purchaseModel | INSTANT |
dateLastUpdated | Nov 20, 2024 06:44:43 PM |
Record Information
Last File Modification Time | Aug 02, 2025 11:06:12 PM |
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Last Grouped Work Modification Time | Aug 02, 2025 10:23:36 PM |
MARC Record
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506 | |a Instant title available through hoopla. | ||
520 | |a 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. | ||
538 | |a Mode of access: World Wide Web. | ||
650 | 0 | |a C++ (Computer program language). | |
650 | 0 | |a Computer graphics. | |
650 | 0 | |a Computer programming. | |
650 | 0 | |a Computers. | |
650 | 0 | |a Games. | |
650 | 0 | |a Languages. | |
650 | 0 | |a Software engineering. | |
650 | 0 | |a Electronic books. | |
710 | 2 | |a hoopla digital. | |
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