Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow
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.
This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.
"Sinopsis" puede pertenecer a otra edición de este libro.
Gabor Szauer has been making games since 2010. He graduated from Full Sail University in 2010 with a bachelor's degree in game development. Gabor maintains an active Twitter presence, and maintains a programming-oriented game development blog. Gabor's previously published books are Game Physics Programming Cookbook and Lua Quick Start Guide, both published by Packt.
"Sobre este título" puede pertenecer a otra edición de este libro.
EUR 8,47 gastos de envío desde Reino Unido a España
Destinos, gastos y plazos de envíoEUR 10,13 gastos de envío desde Reino Unido a España
Destinos, gastos y plazos de envíoLibrería: WeBuyBooks, Rossendale, LANCS, Reino Unido
Condición: Like New. Most items will be dispatched the same or the next working day. An apparently unread copy in perfect condition. Dust cover is intact with no nicks or tears. Spine has no signs of creasing. Pages are clean and not marred by notes or folds of any kind. Nº de ref. del artículo: wbs6975027527
Cantidad disponible: 1 disponibles
Librería: medimops, Berlin, Alemania
Condición: good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present. Nº de ref. del artículo: M01800208081-G
Cantidad disponible: 1 disponibles
Librería: Majestic Books, Hounslow, Reino Unido
Condición: New. Print on Demand pp. 310. Nº de ref. del artículo: 384835781
Cantidad disponible: 4 disponibles
Librería: Ria Christie Collections, Uxbridge, Reino Unido
Condición: New. In. Nº de ref. del artículo: ria9781800208087_new
Cantidad disponible: Más de 20 disponibles
Librería: California Books, Miami, FL, Estados Unidos de America
Condición: New. Nº de ref. del artículo: I-9781800208087
Cantidad disponible: Más de 20 disponibles
Librería: PBShop.store UK, Fairford, GLOS, Reino Unido
PAP. Condición: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. Nº de ref. del artículo: L0-9781800208087
Cantidad disponible: Más de 20 disponibles
Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de America
PAP. Condición: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. Nº de ref. del artículo: IQ-9781800208087
Cantidad disponible: 15 disponibles
Librería: BargainBookStores, Grand Rapids, MI, Estados Unidos de America
Paperback or Softback. Condición: New. Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL 1.39. Book. Nº de ref. del artículo: BBS-9781800208087
Cantidad disponible: 5 disponibles
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Condición: New. Nº de ref. del artículo: 41593937-n
Cantidad disponible: Más de 20 disponibles
Librería: Rarewaves.com UK, London, Reino Unido
Paperback. Condición: New. Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflowKey FeaturesBuild a functional and production-ready modern animation system with complete features using C++Learn basic, advanced, and skinned animation programming with this step-by-step guideDiscover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook DescriptionAnimation 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.What you will learnGet the hang of 3D vectors, matrices, and transforms, and their use in game developmentDiscover various techniques to smoothly blend animationsGet to grips with GLTF file format and its design decisions and data structuresDesign an animation system by using animation tracks and implementing skinningOptimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettesImplement the IK technique for your game characters using CCD and FABRIK solversUnderstand dual quaternion skinning and how to render large instanced crowdsWho this book is forThis book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful. Nº de ref. del artículo: LU-9781800208087
Cantidad disponible: Más de 20 disponibles