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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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Szauer, Gabor (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2020.
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