Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming PDF Author: Gabor Szauer
Publisher: Packt Publishing Ltd
ISBN: 1800207964
Category : Computers
Languages : en
Pages : 368

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Book Description
Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key FeaturesBuild 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 guideDiscover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook 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 learnGet the hang of 3D vectors, matrices, and transforms, and their use in game developmentDiscover various techniques to smoothly blend animationsGet to grips with GLTF file format and its design decisions and data structuresDesign an animation system by using animation tracks and implementing skinningOptimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettesImplement the IK technique for your game characters using CCD and FABRIK solversUnderstand dual quaternion skinning and how to render large instanced crowdsWho 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.

Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming PDF Author: Gabor Szauer
Publisher: Packt Publishing Ltd
ISBN: 1800207964
Category : Computers
Languages : en
Pages : 368

Get Book

Book Description
Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key FeaturesBuild 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 guideDiscover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook 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 learnGet the hang of 3D vectors, matrices, and transforms, and their use in game developmentDiscover various techniques to smoothly blend animationsGet to grips with GLTF file format and its design decisions and data structuresDesign an animation system by using animation tracks and implementing skinningOptimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettesImplement the IK technique for your game characters using CCD and FABRIK solversUnderstand dual quaternion skinning and how to render large instanced crowdsWho 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.

Programming Games and Animation

Programming Games and Animation PDF Author: Heather Lyons
Publisher: Lerner Publications
ISBN: 151243941X
Category : Juvenile Nonfiction
Languages : en
Pages : 28

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Book Description
First published in Great Britain in 2017 by Wayland, an imprint of Hachette Children's Group.

Programming Games and Animation

Programming Games and Animation PDF Author: Heather Lyons
Publisher: Lerner Publications ™
ISBN: 1512471607
Category : Juvenile Nonfiction
Languages : en
Pages : 24

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Book Description
Do you know how your favorite video game works? Computer instructions called code bring the characters, challenges, and stories in the game to life. Learn what animation is and how it works. Discover how games are designed, coded, and tested. Then try it out for yourself! Use the link in this book to complete fun online activities. Self-directed projects and activities help kids learn the basics of coding.

Game Anim

Game Anim PDF Author: Jonathan Cooper
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 307

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Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.

Coding Animation and Games with Scratch

Coding Animation and Games with Scratch PDF Author: Zako
Publisher:
ISBN: 9781696807562
Category :
Languages : en
Pages : 54

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Book Description
In movies, whenever the scene involves a programmer, they are typing lots of stuff at such a high speed that their fingers are practically a blur. And the character does this for hours! It is easy to look at such scenes and wonder, "Do I really think that I can reach that level?" Well, in comes Scratch! Scratch is a unique programming language that is based on blocks - actual blocks. So no need to worry about creating pages of hand-typed code - all you will need to do is drag and drop. Cool, huh?This book is a beginner's guide to creating animations, games and coding, using the Scratch computer language. It includes step-by-step instructions for getting started with Scratch.

2D Graphics Programming for Games

2D Graphics Programming for Games PDF Author: John Pile Jr.
Publisher: CRC Press
ISBN: 1466501901
Category : Computers
Languages : en
Pages : 240

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Book Description
The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that c

Game Programming for Artists

Game Programming for Artists PDF Author: Jarryd Huntley
Publisher: CRC Press
ISBN: 1351856103
Category : Computers
Languages : en
Pages : 177

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Book Description
Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!

Computer Animation

Computer Animation PDF Author: Rick Parent
Publisher: Elsevier
ISBN: 0080553850
Category : Computers
Languages : en
Pages : 624

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Book Description
Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! Companion site with animation clips drawn from research & entertainment and code samples Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

The Art of Coding

The Art of Coding PDF Author: Mohammad Majid al-Rifaie
Publisher: CRC Press
ISBN: 1351809334
Category : Mathematics
Languages : en
Pages : 309

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Book Description
As the title suggests, this book explores the concepts of drawing, graphics and animation in the context of coding. In this endeavour, in addition to initiating the process with some historical perspectives on programming languages, it prides itself by presenting complex concepts in an easy-to-understand fashion for students, artists, hobbyists as well as those interested in computer science, computer graphics, digital media, or interdisciplinary studies. Being able to code requires abstract thinking, mathematics skills, spatial ability, logical thinking, imagination, and creativity. All these abilities can be acquired with practice, and can be mastered by practical exposure to art, music, and literature. This book discusses art, poetry and other forms of writing while pondering difficult concepts in programming; it looks at how we use our senses in the process of learning computing and programming. Features: · Introduces coding in a visual way · Explores the elegance behind coding and the outcome · Includes types of outcomes and options for coding · Covers the transition from front-of-classroom instruction to the use of online-streamed video tutorials · Encourages abstract and cognitive thinking, as well as creativity The Art of Coding contains a collection of learning projects for students, instructors and teachers to select specific themes from. Problems and projects are aimed at making the learning process entertaining, while also involving social exchange and sharing. This process allows for programming to become interdisciplinary, enabling projects to be co-developed by specialists from different backgrounds, enriching the value of coding and what it can achieve. The authors of this book hail from three different continents, and have several decades of combined experience in academia, education, science and visual arts.

AI for Games and Animation

AI for Games and Animation PDF Author: John David Funge
Publisher: A K Peters, Ltd.
ISBN: 9781568811031
Category : Computers
Languages : en
Pages : 250

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Book Description
John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.