Kindle电子书价格: | ¥203.82 |

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![“Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL (English Edition)”,作者:[Gabor Szauer]](https://images-cn.ssl-images-amazon.cn/images/I/51t8H0jtWqL._SX260_.jpg)
Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL (English Edition) Kindle电子书
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 animation programming with this step-by-step guide
- Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions
Book Description
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.
What you will learn
- Get the hang of 3D vectors, matrices, and transforms, and their use in game development
- Discover various techniques to smoothly blend animations
- Get to grips with GLTF file format and its design decisions and data structures
- Design an animation system by using animation tracks and implementing skinning
- Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes
- Implement the IK technique for your game characters using CCD and FABRIK solvers
- Understand dual quaternion skinning and how to render large instanced crowds
Who this book is for
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.
Table of Contents
- Creating a Game Window
- Implementing Vectors
- Implementing Matrices
- Implementing Quaternions
- Implementing Transforms
- Building an Abstract Renderer
- Exploring the glTF File Format
- Creating Curves, Frames, and Tracks
- Implementing Animation Clips
- Mesh Skinning
- Optimizing the Animation Pipeline
- Blending between Animations
- Implementing Inverse Kinematics
- Using Dual Quaternions for Skinning
- Rendering Instanced Crowds
基本信息
- ASIN : B087X9SQ8D
- 出版社 : Packt Publishing; 第 1st 版 (2020年6月12日)
- 出版日期 : 2020年6月12日
- 语言 : 英语
- 文件大小 : 4613 KB
- 标准语音朗读 : 已启用
- X-Ray : 未启用
- 生词提示功能 : 未启用
- 纸书页数 : 483页
- 亚马逊热销商品排名: 商品里排第158,346名Kindle商店 (查看商品销售排行榜Kindle商店)
- 商品里排第22名Web Design & UX(网络设计与用户体验)
- 商品里排第53名Puzzles & Games(拼图与游戏)
- 商品里排第66名Software & Apps(软件与应用)
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此商品在美国亚马逊上最有用的商品评论

I spent about a week to build everything in my spare time, and went from having zero familiarity with the programming side of modern game animation, dual quaternions, or IK, to understanding and knowing enough to consider the needs of my upcoming game project in modifying the codebase built with this book.
My advice to fellow readers: The book moves at a good pace, and it's easy to get caught up in just typing in what's in the book. Take time to look at, and ideally type in yourself, the sample application code (Sample.h and Sample.cpp in each sample application's Code folder) in the download. It's a great way to cement understanding and apply the concepts and techniques presented in the book. When in doubt about your code's behavior, the download also contains compiled versions of all the examples in one convenient program.

In chapter 1 he has you write a .h file. But does not give you what you need to write the file properly. His writing is muddy. I am not impressed with Packt books.
I have another book from packt. When I compile the code I get all kinds of errors.