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 折 $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-design、C++ 程式語言
海外代購書籍(需單獨結帳)
相關主題
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