Détail de l'auteur
Auteur Michael DUNSKY |
Documents disponibles écrits par cet auteur (2)



Mastering C++ Game Animation Programming : Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan / Michael DUNSKY / PACKT PUBLISHING (2025)
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Titre : Mastering C++ Game Animation Programming : Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan Type de document : e-book Auteurs : Michael DUNSKY Editeur : PACKT PUBLISHING Année de publication : 2025 ISBN/ISSN/EAN : 9781835881927 Note générale : copyrighted Langues : Anglais (eng) Résumé : Develop a compact game engine–like animation application in C++ using OpenGL 4 or Vulkan through hands-on implementation in this part-color guideKey FeaturesLearn how to build a game engine–like skeleton application using a modern graphics APIExplore compute shaders, visual selection, UI creation, visual programming, configuration file handling, collision detection, behavior controls, and moreCreate your own virtual world with naturally acting inhabitantsPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionWith two decades of programming experience across multiple languages and platforms, expert game developer and console porting programmer Michael Dunsky guides you through the intricacies of character animation programming. This book tackles the common challenges developers face in creating sophisticated, efficient, and visually appealing character animations. You’ll learn how to leverage the Open Asset Import Library for easy 3D model loading and optimize your 3D engine by offloading computations from the CPU to the GPU. The book covers visual selection, extended camera handling, and separating your application into edit and simulation modes. You’ll also master configuration storage to progressively build your virtual world piece by piece. As you develop your engine-like application, you’ll implement collision detection, inverse kinematics, and expert techniques to bring your characters to life with realistic visuals and fluid movement. For more advanced animation and character behavior controls, you’ll design truly immersive and responsive NPCs, load real game maps, and use navigation algorithms, enabling the instances to roam freely in complex environments. By the end of this book, you’ll be skilled at designing interactive virtual worlds inhabited by lifelike NPCs that exhibit natural, context-aware behaviors.What you will learnMaster the basics of the Open Asset Import LibraryAnimate thousands of game charactersExtend ImGui with more advanced control typesImplement simple configuration file handlingExplore collision detection between 3D models and world objectsCombine inverse kinematics and collision detectionWork with state machines, behavior trees, and interactive NPC behaviorsImplement navigation for NPC movement in unknown terrainsWho this book is forThis book is for experienced C++ developers, game programmers, and character animators who already have 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. Nombre d'accès : Illimité En ligne : https://neoma-bs.idm.oclc.org/login?url=https://www.scholarvox.com/book/88969112 Permalink : https://cataloguelibrary.neoma-bs.fr/index.php?lvl=notice_display&id=606079 C++ Game Animation Programming : Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan Ed. 2 / Michael DUNSKY
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Titre : C++ Game Animation Programming : Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan Ed. 2 Type de document : e-book Auteurs : Michael DUNSKY ISBN/ISSN/EAN : 9781803246529 Note générale : copyrighted Langues : Anglais (eng) Résumé : Build your own OpenGL or Vulkan application in C++ and use it as a playground to explore the path from basic features to advanced techniques of character animation in modern games with the help of this illustrated guide Key Features Learn how to create a game skeleton with keyboard and mouse controls along with modern graphics Gain insights into model loading, character animations, inverse kinematics, and debugging techniques Master the art of creating animated characters and controlling their various aspects Purchase of the print or Kindle book includes a free PDF eBook Book Description If you‘re fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you’ll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you’ll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you’ll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You’ll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output. By the end of this book, you’ll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen. What you will learn Create simple OpenGL and Vulkan applications and work with shaders Explore the glTF file format, including its design and data structures Design an animation system with poses, clips, and skinned meshes Find out how vectors, matrices, quaternions, and splines are used in game development Discover and implement ways to seamlessly blend character animations Implement inverse kinematics for your characters using CCD and FABRIK solvers Understand how to render large, animated crowds efficiently Identify and resolve performance issues Who this book is for This book is for curious C++ developers, game programmers, game designers, and character animators, either pursuing this as a hobby or profession, who have always wanted to look behind the curtain and see how character animation in games works. The book assumes basic C++ and math knowledge, and you should be able to read code and math formulas to get the most out of this book. Nombre d'accès : Illimité En ligne : https://neoma-bs.idm.oclc.org/login?url=https://www.scholarvox.com/book/88948888 Permalink : https://cataloguelibrary.neoma-bs.fr/index.php?lvl=notice_display&id=582798

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