Develop a compact game-engine-like animation application in C++ using OpenGL 4 or Vulkan while learning advanced animation techniques step-by-step through hands-on implementation in this part-color guide
If you've already read my first book, 'C++ Game Animation Programming,' and want to deepen your skills, this book is the next step. It’s designed for developers who are ready to dive into advanced animation techniques and bring fully immersive worlds to life.
With two decades of programming experience across multiple languages and platforms, expert game developer and console porting programmer, Michael Dunsky will guide you through the intricacies of character animation programming. to tackle common challenges developers face in creating sophisticated, efficient, and visually appealing character animations.
It shows you how to use the Open Asset Import Library for easy 3D model loading and explore a 3D engine by optimization by offloading computations from the CPU to the GPU. You’ll learn how to implement visual selection and extended camera handling techniques, as well as separating your application into edit and simulation modes. You’ll understand how to store configurations to continue building your virtual world piece by piece. As you work on creating an engine-like application, covering collision detection and inverse kinematics, you’ll discover how to bring your character to life with realistic visuals and fluid movement. For more advanced animation and character behavior controls, you’ll craft truly immersive and responsive NPCs, load real game maps, and use navigation algorithms to roam freely in complex environments.
By the end of the book, you’ll be skilled at designing own interactive virtual worlds inhabited by lifelike NPCs that exhibit natural, context-aware behaviors.
This book is for experienced C++ developers, game programmers, and character animators who already have a basic knowledge of character animation but are curious to learn more. The book assumes advanced C++ knowledge and is ideal for those eager to delve into advanced animation techniques and create interactive virtual worlds.
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Michael Dunsky is an electronics engineer, console porting programmer, and game developer with more than 20 years of programming experience. He started with BASIC at the young age of 14 and expanded his portfolio over the years to include assembly language, C, C++, Java, Python, VHDL, OpenGL, GLSL, and Vulkan. During his career, he also gained extensive knowledge of Linux, virtual machines, server operation, and infra-structure automation. Michael holds a Master of Science degree in Computer Sci-ence from the FernUniversität in Hagen with a focus on computer graphics, parallel programming, and software systems.
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