Hands-on C++ game animation programming.
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 anima...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing,
2020.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Cover
- Title page
- Copyright and Credits
- About the Packt
- Contributors
- Table of Contents
- Preface
- Chapter 1: Creating a Game Window
- Technical requirements
- Creating an empty project
- Creating the application class
- Adding an OpenGL loader
- Getting glad
- Adding glad to the project
- Creating a window
- Global variables
- Opening a window
- Creating the event handler
- Exploring the samples
- Summary
- Chapter 2: Implementing Vectors
- Introducing vectors
- Creating a vector
- Epsilon
- Understanding component-wise operations
- Vector addition
- Vector subtraction
- Scaling vectors
- Multiplying vectors
- Dot product
- Understanding non-component-wise operations
- Vector length
- Normalizing vectors
- The angle between vectors
- Vector projection and rejection
- Vector reflection
- Cross product
- Interpolating vectors
- Comparing vectors
- Exploring more vectors
- Summary
- Chapter 3: Implementing Matrices
- Technical requirements
- What is a matrix?
- Matrix storage
- Creating a matrix
- Common matrix operations
- Comparing matrices
- Adding matrices
- Scaling a matrix
- Matrix multiplication
- Transforming vectors and points
- Inverting a matrix
- Transpose
- Determinant and minors of lower-order matrices
- Creating camera matrices
- Frustum
- Perspective
- Orthographic
- Look at
- Summary
- Chapter 4: Implementing Quaternions
- Creating quaternions
- Angle axis
- Creating rotations from one vector to another
- Retrieving quaternion data
- Common quaternion operations
- Comparison operations
- Dot product
- Length and squared length
- Unit quaternions
- Conjugate and inverse
- Multiplying quaternions
- Transforming vectors
- Interpolating quaternions
- Neighborhood
- Understanding the mix function
- Understanding the nlerp function
- Introduction to slerp
- Power
- Implementing slerp
- Look rotation
- Converting between quaternions and matrices
- Summary
- Chapter 5: Implementing Transforms
- Creating the transform
- Combining transforms
- Inverting transforms
- Mixing transforms
- Converting transforms to matrices
- Converting matrices into transforms
- Transforming points and vectors
- Summary
- Chapter 6: Building an Abstract Renderer
- Technical requirements
- Working with shaders
- The Shader class declaration
- Implementing the Shader class
- Working with buffers (attributes)
- The Attribute class declaration
- Implementing the Attribute class
- Working with uniforms
- The Uniform class declaration
- Implementing the Uniform class
- Working with index buffers
- The IndexBuffer class declaration
- Implementing the IndexBuffer class
- Rendering geometry
- Working with textures
- Adding stb_image
- The Texture class declaration
- Implementing the Texture class
- Simple shaders
- The vertex shader
- The fragment shader
- Summary
- Chapter 7: Exploring the glTF File Format