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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 DescriptionWith 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 you will learn Master the basics of the Open A
This book guides readers through the development of a game engine-like animation application in C++ using modern graphics APIs like OpenGL 4 or Vulkan. Expert game developer Michael Dunsky leverages his two decades of experience to address common challenges in creating sophisticated and efficient character animations. The book focuses on practical implementation, enabling readers to build a functional skeleton application that offloads computations to the GPU and incorporates advanced features.
This book is positioned as a practical, hands-on guide for intermediate to advanced C++ programmers interested in game animation. Its focus on direct implementation of an animation application using modern graphics APIs suggests a technical and detailed approach. The inclusion of topics like compute shaders, inverse kinematics, and NPC behavior indicates a scope aimed at developers seeking to deepen their understanding of real-time character animation systems.
Page Count:
544
Publication Date:
2025-01-01
Publisher:
Packt Publishing
ISBN-10:
1835881939
ISBN-13:
9781835881934
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