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Mastering C++ Game Animation Programming: Boost your knowledge with advanced game animation techniques in C++, OpenGL, and Vulkan

ISBN-13: 9781835881927 / Angielski / Miękka / 2025

Michael Dunsky
Mastering C++ Game Animation Programming: Boost your knowledge with advanced game animation techniques in C++, OpenGL, and Vulkan Michael Dunsky 9781835881927 Packt Publishing Limited - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Mastering C++ Game Animation Programming: Boost your knowledge with advanced game animation techniques in C++, OpenGL, and Vulkan

ISBN-13: 9781835881927 / Angielski / Miękka / 2025

Michael Dunsky
cena 215,75
(netto: 205,48 VAT:  5%)

Najniższa cena z 30 dni: 212,81
Termin realizacji zamówienia:
ok. 16-18 dni roboczych.

Darmowa dostawa!

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 Key Features Learn how to build a game-engine-like skeleton application with modern graphics API Gain insights into compute shaders, visual selection, UI creation and visual programming, configuration file handling, collision detection, behavior controls, and more Create your own virtual world with naturally acting inhabitants Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionWith 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.What you will learn Understand the basics of the Open Asset Import Library Animate thousands of game characters Extend ImGui with more advanced control types Implement simple configuration file handling Explore collision detection between 3D models and world objects Combine inverse kinematics and collision detection Work with state machines, behavior trees, and interaction Implement navigation in unknown terrain Who this book is forThis 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.

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 Key Features Learn how to build a game-engine-like skeleton application with modern graphics API Gain insights into compute shaders, visual selection, UI creation and visual programming, configuration file handling, collision detection, behavior controls, and more Create your own virtual world with naturally acting inhabitants Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionWith 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.What you will learn Understand the basics of the Open Asset Import Library Animate thousands of game characters Extend ImGui with more advanced control types Implement simple configuration file handling Explore collision detection between 3D models and world objects Combine inverse kinematics and collision detection Work with state machines, behavior trees, and interaction Implement navigation in unknown terrain Who this book is forThis 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.

Kategorie:
Informatyka, Programowanie
Kategorie BISAC:
Computers > Languages - C++
Computers > Software Development & Engineering - Computer Graphics
Computers > Computer Simulation
Wydawca:
Packt Publishing Limited
Język:
Angielski
ISBN-13:
9781835881927
Rok wydania:
2025
Wymiary:
23.5x19.1
Oprawa:
Miękka


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