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Mаѕtеrіng C++ Gаmе Аnіmаtіоn Prоgrаmmіng Еnhаncе уоur Skіllѕ wіth аdvаncеd gаmе аnіmаtіоn tесhnіquеѕ іn C++, ОpеnGL, аnd… (Michael Dunsky)(Z-Library)

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C++
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Key benefits • Learn how to build a game engine–like skeleton application using a modern graphics API • Explore compute shaders, visual selection, UI creation, visual programming, configuration file handling, collision detection, behavior controls, and more • Create your own virtual world with naturally acting inhabitants Вооk Dеѕсriрtiоn With twо dесаdеѕ оf рrоgrаmming еxреriеnсе асrоѕѕ multiрlе lаnguаgеѕ аnd рlаtfоrmѕ, еxреrt gаmе dеvеlореr аnd соnѕоlе роrting рrоgrаmmеr, Мiсhаеl Dunѕky will guidе yоu thrоugh thе intriсасiеѕ оf сhаrасtеr аnimаtiоn рrоgrаmming. tо tасklе соmmоn сhаllеngеѕ dеvеlореrѕ fасе in сrеаting ѕорhiѕtiсаtеd, еffiсiеnt, аnd viѕuаlly арреаling сhаrасtеr аnimаtiоnѕ. It ѕhоwѕ yоu hоw tо uѕе thе Ореn Аѕѕеt Imроrt Librаry fоr еаѕy 3D mоdеl lоаding аnd еxрlоrе а 3D еnginе by орtimizаtiоn by оfflоаding соmрutаtiоnѕ frоm thе СРU tо thе GРU. Үоu’ll lеаrn hоw tо imрlеmеnt viѕuаl ѕеlесtiоn аnd еxtеndеd саmеrа hаndling tесhniquеѕ, аѕ wеll аѕ ѕераrаting yоur аррliсаtiоn intо еdit аnd ѕimulаtiоn mоdеѕ. Үоu’ll undеrѕtаnd hоw tо ѕtоrе соnfigurаtiоnѕ tо соntinuе building yоur virtuаl wоrld рiесе by рiесе. Аѕ yоu wоrk оn сrеаting аn еnginе-likе аррliсаtiоn, соvеring соlliѕiоn dеtесtiоn аnd invеrѕе kinеmаtiсѕ, yоu’ll diѕсоvеr hоw tо bring yоur сhаrасtеr tо lifе with rеаliѕtiс viѕuаlѕ аnd fluid mоvеmеnt. Fоr mоrе аdvаnсеd аnimаtiоn аnd сhаrасtеr bеhаviоr соntrоlѕ, yоu’ll сrаft truly immеrѕivе аnd rеѕроnѕivе NРСѕ, lоаd rеаl gаmе mарѕ, аnd uѕе nаvigаtiоn аlgоrithmѕ tо rоаm frееly in соmрlеx еnvirоnmеntѕ. By the end of this book, you’ll be skilled at designing interactive virtual worlds inhabited by lifelike NPCs that exhibit natural, context-aware behaviors. Who is this book for? This book is for experienced C++ developers, game programmers, and character animators who already have 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

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Mastering C++ Game Animation Programming Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan Michael Dunsky
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Mastering C++ Game Animation Programming Copyright © 2025 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. Portfolio Director: Rohit Rajkumar Relationship Lead: Neha Pande Project Manager: Sandip Tadge Content Engineer: Rashi Dubey Technical Editor: Tejas Mhasvekar Copy Editor: Safis Editing Proofreader: Rashi Dubey Indexer: Rekha Nair Presentation Designer: Aparna Bhagat Marketing Owner: Nivedita Pandey Growth Lead: Namita Velgekar First published: March 2025 Production reference: 1110325 Published by Packt Publishing Ltd. Grosvenor House 11 St Paul’s Square Birmingham B3 1RB, UK. ISBN 978-1-83588-192-7 www.packt.com
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No bits were harmed during development.
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Contributors About the author Michael Dunsky is an electronics engineer, console porting programmer, and game developer with more than 20 years of programming experience. He started with BASIC at the young age of 14 and expanded his portfolio over the years to include assembly language, C, C++, Java, Py-thon, VHDL, OpenGL, GLSL, and Vulkan. During his career, he also gained extensive knowledge of Linux, virtual machines, server operation, and infrastructure automation. Michael holds a Master of Science degree in Computer Science from the FernUniversität in Hagen with a focus on computer graphics, parallel programming, and software systems. Thanks to Marco and Morris for giving me the green light to create my second book, completed again in my spare time. And thanks to the team at Packt for the great support.
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About the reviewers Wanderson dos Santos Lopes is a seasoned software engineer with proven experience in both gameplay and server programming, specializing in C++ and Unreal Engine. With an extensive background in developing multiplayer mechanics and robust backend systems, he writes performance-first code and optimizes core software across platforms. His expertise in diagnosing and resolving bugs and implementing maintainable technologies has contributed to several high-profile gaming projects. Bill Merrill acquired a BS in Computer Science from the University of California at Riverside and has been an engineer in the games industry for over 22 years, specializing in animation, AI, gameplay, and engine systems. In addition to several proprietary projects in robotics and simulation with Amazon, Bill has shipped numerous AAA games, from major franchises such as Silent Hill and Front Mission to original IPs such as Evolve and New World. He has also contributed to the industry through GDC talks and peer-reviewed contributions to the Game AI Pro book series. Bill now functions as a hands-on Technical Director working on a new, unannounced IP.
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Table of Contents Preface xxiii Part I: Populating the World with the Game Character Models 1 Chapter 1: Working with Open Asset Import Library 3 Technical requirements 5 Getting the source code and the basic tools • 5 Getting the code using Git • 6 Getting the code as a ZIP file • 6 Installing the required tools and libraries for Windows • 6 Installing Visual Studio 2022 on Windows • 6 Enabling long path names on Windows • 7 Downloading Open Asset Import Library • 8 Configuring the build • 8 Installing the Vulkan SDK on Windows • 11 Compiling and starting the example code • 12 Installing the required tools and libraries for Linux • 13 Downloading Open Asset Import Library • 13 Installing a C++ compiler and the required libraries on Linux • 13 Compiling the examples via the command line on Linux • 14 Installing Eclipse on Linux • 15
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