Modern Game Animation in C++

Design Advanced Animation Pipelines and Motion Systems with OpenGL and Vulkan
310 Seiten, Taschenbuch
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Mehr Informationen
Reihe Independently published
ISBN 9798283056319
Sprache Englisch
Erscheinungsdatum 08.05.2025
Größe 244 x 170 mm
Verlag Independently published
LieferzeitLieferung in 7-14 Werktagen
HerstellerangabenAnzeigen
Libri GmbH
Europaallee 1 | D-36244 Bad Hersfeld
gpsr@libri.de
Unsere Prinzipien
  • ✔ kostenlose Lieferung innerhalb Österreichs ab € 35,–
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Kurzbeschreibung des Verlags

Modern Game Animation in C++ is the definitive guide for developers and technical animators who want to build high-performance, real-time animation systems from the ground up. Whether you're building your own engine or extending an existing framework, this book walks you step-by-step through the architecture, mathematics, and implementation strategies behind advanced character motion in modern games.Inside, you'll gain the knowledge and tools to: - Design scalable animation pipelines that integrate seamlessly with rendering, physics, and ECS architectures.- Import and process skeletal data from industry-standard tools like Blender and Mixamo using Assimp.- Implement real-time pose evaluation, state machines, blend trees, and parametric animation controllers.- Apply Linear Blend Skinning (LBS) and GPU skinning with OpenGL 4.6 and Vulkan 1.3.- Solve inverse kinematics (IK) for foot placement, aiming, and procedural joint manipulation.- Blend motion data using interpolation, curve-based timing, and additive layering for dynamic, responsive characters.- Visualize animation states and debug bone transforms in real time with ImGui and RenderDoc.- Optimize for performance with multithreaded pose evaluation, animation culling, UBO batching, and memory-efficient data structures.Through in-depth explanations, authentic code samples in modern C++17/20, and practical real-world case studies, you'll not only learn how things work-you'll implement them the right way. From foundational math to high-level system design, this book equips you to take full control of your animation runtime.Who Should Read This Book?- Game developers building custom engines or animation systems- Technical artists and animators looking to understand animation from a programming perspective- Graphics programmers integrating GPU-based motion pipelines- C++ developers who want to build low-latency, scalable animation features for real-time applicationsStop relying on black-box engines and generic middleware. Learn how to build animation systems that are fast, flexible, and production-ready-using clean C++, efficient GPU code, and proven real-time techniques. Own your pipeline. Elevate your characters. Start building today.

Mehr Informationen
Reihe Independently published
ISBN 9798283056319
Sprache Englisch
Erscheinungsdatum 08.05.2025
Größe 244 x 170 mm
Verlag Independently published
LieferzeitLieferung in 7-14 Werktagen
HerstellerangabenAnzeigen
Libri GmbH
Europaallee 1 | D-36244 Bad Hersfeld
gpsr@libri.de
Unsere Prinzipien
  • ✔ kostenlose Lieferung innerhalb Österreichs ab € 35,–
  • ✔ über 1,5 Mio. Bücher, DVDs & CDs im Angebot
  • ✔ alle FALTER-Produkte und Abos, nur hier!
  • ✔ keine Weitergabe personenbezogener Daten an Dritte
  • ✔ als 100% österreichisches Unternehmen liefern wir innerhalb Österreichs mit der Österreichischen Post