Modern Game Animation in C++: Design Advanced Animation Pipelines and Motion Systems with OpenGL and Vulkan
暫譯: 現代遊戲動畫設計:使用 C++、OpenGL 和 Vulkan 設計高級動畫管道與運動系統

Gobert, Jose

  • 出版商: Independently Published
  • 出版日期: 2025-05-08
  • 售價: $1,170
  • 貴賓價: 9.5$1,112
  • 語言: 英文
  • 頁數: 310
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 9798283056319
  • ISBN-13: 9798283056319
  • 相關分類: 遊戲設計 Game-designC++ 程式語言
  • 海外代購書籍(需單獨結帳)

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商品描述

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 applications
Stop 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.