Game Animation Programming with C++: Master Real-Time Character and Motion Systems Using Modern C++, OpenGL, and Vulkan (Paperback)
暫譯: 使用 C++ 的遊戲動畫程式設計:掌握即時角色與動作系統,運用現代 C++、OpenGL 和 Vulkan

Cearley, Jeff

  • 出版商: Independently Published
  • 出版日期: 2025-05-13
  • 售價: $1,500
  • 貴賓價: 9.5$1,425
  • 語言: 英文
  • 頁數: 426
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 9798283826691
  • ISBN-13: 9798283826691
  • 相關分類: 遊戲引擎 Game-engine
  • 立即出貨 (庫存=1)

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商品描述

Game Animation Programming with C++: Master Real-Time Character and Motion Systems Using Modern C++, OpenGL, and Vulkan is a comprehensive, hands-on guide for developers who want to build professional-grade animation systems from the ground up.

This book takes you deep into the core of how modern 3D games animate characters in real time. You'll learn exactly how to load and process animation data, manage skeletal hierarchies, blend and interpolate motion, implement inverse kinematics (IK), and render skinning on the GPU using OpenGL and Vulkan. Everything is written with modern C++ in mind, with clear architectural patterns, real-world code, and production-ready examples.

From importing animation assets with Assimp, to building efficient blend trees, debugging animation states, and synchronizing gameplay with character motion-every technique is explained clearly and implemented in full. Whether you're designing your own engine or upgrading an existing system, you'll gain deep knowledge of animation runtime behavior, transform math, GPU pipelines, and real-time IK solutions.

You'll also explore advanced topics such as procedural animation with spring-damper systems, blending between physics and keyframe control, visualizing animation states, compressing animation data, and profiling GPU-bound bottlenecks. The book concludes with a full third-person character case study, showing how to connect input, animation, and visual feedback into a fluid, responsive game experience.

What You'll Learn

  • Implement skeletal animation using modern C++ and matrix math
  • Use Assimp to load meshes, skeletons, and animation clips
  • Apply forward and inverse kinematics for foot placement and aiming
  • Build animation state machines, blend trees, and event systems
  • Write efficient skinning shaders in GLSL and Vulkan
  • Compress, stream, and optimize animation for real-time performance
  • Debug and visualize character rigs, IK targets, and animation flow
  • Create a production-ready third-person animation system from start to finish

Whether you're a systems programmer, technical animator, graphics engineer, or indie developer, this book gives you everything you need to understand, build, and optimize animation pipelines for modern games.

Stop treating animation as a black box. Learn how it really works-and start building it yourself. Get your copy today and master the systems behind every expressive, responsive, and believable character in games.

商品描述(中文翻譯)

《使用 C++ 的遊戲動畫程式設計:掌握即時角色與動作系統,運用現代 C++、OpenGL 和 Vulkan》是一本全面且實作導向的指南,適合希望從零開始建立專業級動畫系統的開發者。

本書深入探討現代 3D 遊戲如何即時動畫化角色的核心技術。您將學習如何加載和處理動畫數據、管理骨骼層級、混合和插值動作、實現逆向運動學 (IK),以及使用 OpenGL 和 Vulkan 在 GPU 上渲染皮膚。所有內容均以現代 C++ 為基礎,提供清晰的架構模式、實際代碼和可投入生產的範例。

從使用 Assimp 導入動畫資產,到構建高效的混合樹、調試動畫狀態和同步遊戲玩法與角色動作,每一種技術都清楚地解釋並完整實現。無論您是在設計自己的引擎還是升級現有系統,您都將深入了解動畫運行時行為、變換數學、GPU 管道和即時 IK 解決方案。

您還將探索高級主題,例如使用彈簧-阻尼系統的程序動畫、物理與關鍵幀控制之間的混合、可視化動畫狀態、壓縮動畫數據以及分析 GPU 限制的瓶頸。本書最後以一個完整的第三人稱角色案例研究作結,展示如何將輸入、動畫和視覺反饋連接成一個流暢且反應靈敏的遊戲體驗。

您將學到的內容:

- 使用現代 C++ 和矩陣數學實現骨骼動畫
- 使用 Assimp 加載網格、骨骼和動畫片段
- 應用前向和逆向運動學進行腳部放置和瞄準
- 構建動畫狀態機、混合樹和事件系統
- 在 GLSL 和 Vulkan 中編寫高效的皮膚著色器
- 壓縮、串流和優化動畫以實現即時性能
- 調試和可視化角色裝配、IK 目標和動畫流程
- 從頭到尾創建一個可投入生產的第三人稱動畫系統

無論您是系統程式設計師、技術動畫師、圖形工程師還是獨立開發者,本書都提供了您理解、構建和優化現代遊戲動畫管道所需的一切。

停止將動畫視為黑箱。了解它的真正運作方式,並開始自己構建。立即獲得您的副本,掌握每個表現豐富、反應靈敏且可信的遊戲角色背後的系統。

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