C++ Game Animation Programming - Second Edition: Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan (Paperback)
暫譯: C++ 遊戲動畫程式設計(第二版):從理論到實作學習現代動畫技術,使用 C++、OpenGL 和 Vulkan

Dunsky, Michael, Szauer, Gabor

  • 出版商: Packt Publishing
  • 出版日期: 2023-12-01
  • 售價: $1,980
  • 貴賓價: 9.5$1,881
  • 語言: 英文
  • 頁數: 480
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 1803246529
  • ISBN-13: 9781803246529
  • 相關分類: C++ 程式語言OpenGLVulkan
  • 立即出貨 (庫存 < 3)

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商品描述

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 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 Description

If 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 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.

商品描述(中文翻譯)

建構您自己的 OpenGL 或 Vulkan 應用程式,並利用這本插圖指南作為遊樂場,探索從基本功能到現代遊戲中角色動畫的進階技術之路。

主要特點

- 學習如何創建具有鍵盤和滑鼠控制的遊戲骨架,以及現代圖形技術
- 獲得有關模型加載、角色動畫、逆向運動學和除錯技術的深入見解
- 精通創建動畫角色及控制其各種層面的技藝
- 購買印刷版或 Kindle 書籍可獲得免費 PDF 電子書

書籍描述

如果您對動畫視頻遊戲角色的複雜性感到著迷,並且對模型檔案轉換為可以探索虛擬世界的 3D 化身和 NPC 感到好奇,那麼這本書就是為您而寫的。

在這個新版本中,您將學習有關遊戲動畫的所有知識,從簡單的圖形窗口到大量平滑動畫角色的群眾。首先,您將學習如何使用現代高效能圖形,深入了解虛擬角色的存儲方式,並將模型和動畫加載到一個簡約的遊戲應用程式中。接著,您將獲得動畫系統組件的概述,了解如何播放動畫、如何將它們結合,以及如何從一個動畫過渡到另一個動畫。您還將接觸到一些能讓您的程式設計生活更輕鬆的主題,例如除錯您的程式碼或簡化圖形輸出。

在本書結束時,您將深入了解遊戲動畫程式設計的所有部分及其如何協同工作,揭示出為您螢幕上的虛擬世界帶來生命的魔法。

您將學習的內容

- 創建簡單的 OpenGL 和 Vulkan 應用程式並使用著色器
- 探索 glTF 檔案格式,包括其設計和數據結構
- 設計一個包含姿勢、片段和皮膚網格的動畫系統
- 瞭解向量、矩陣、四元數和樣條曲線在遊戲開發中的應用
- 發現並實現無縫融合角色動畫的方法
- 使用 CCD 和 FABRIK 解算器為您的角色實現逆向運動學
- 理解如何有效渲染大型動畫人群
- 識別並解決性能問題

本書適合對象

這本書適合好奇的 C++ 開發者、遊戲程式設計師、遊戲設計師和角色動畫師,無論是將其作為愛好還是職業,這些人一直想看看幕後,了解遊戲中的角色動畫是如何運作的。本書假設讀者具備基本的 C++ 和數學知識,您應該能夠閱讀程式碼和數學公式,以便充分利用本書。

目錄大綱

  1. Creating the Game Window
  2. Building an OpenGL 4 Renderer
  3. Building a Vulkan Renderer
  4. Working with Shaders
  5. Adding Dear ImGui to show valuable information
  6. Understanding Vector and Matrix
  7. A Primer on Quaternions and Splines
  8. Loading Models in the glTF format
  9. The Model Skeleton and Skin
  10. About Poses, Frames, and Clips
  11. Blending between Animations
  12. Cleaning up the User Interface
  13. Implementing Inverse Kinematics
  14. Creating Instanced Crowds
  15. Measuring Performance and Optimizing the Code

目錄大綱(中文翻譯)


  1. Creating the Game Window

  2. Building an OpenGL 4 Renderer

  3. Building a Vulkan Renderer

  4. Working with Shaders

  5. Adding Dear ImGui to show valuable information

  6. Understanding Vector and Matrix

  7. A Primer on Quaternions and Splines

  8. Loading Models in the glTF format

  9. The Model Skeleton and Skin

  10. About Poses, Frames, and Clips

  11. Blending between Animations

  12. Cleaning up the User Interface

  13. Implementing Inverse Kinematics

  14. Creating Instanced Crowds

  15. Measuring Performance and Optimizing the Code