¡Libros importados con hasta 50% de descuento!   Ver más

menú

0
  • argentina
  • chile
  • colombia
  • españa
  • méxico
  • perú
  • estados unidos
  • internacional
Envío gratis
portada Hands-On c++ Game Animation Programming: Learn Modern Animation Techniques From Theory to Implementation With c++ and Opengl (en Inglés)
Formato
Libro Físico
Año
2020
Idioma
Inglés
N° páginas
368
Encuadernación
Tapa Blanda
ISBN13
9781800208087

Hands-On c++ Game Animation Programming: Learn Modern Animation Techniques From Theory to Implementation With c++ and Opengl (en Inglés)

Gabor Szauer (Autor) · Packt Publishing · Tapa Blanda

Hands-On c++ Game Animation Programming: Learn Modern Animation Techniques From Theory to Implementation With c++ and Opengl (en Inglés) - Gabor Szauer

Libro Físico

$ 1,067.00

$ 1,778.33

Ahorras: $ 711.33

40% descuento
  • Estado: Nuevo
  • Quedan 92 unidades
Origen: Estados Unidos (Costos de importación incluídos en el precio)
Se enviará desde nuestra bodega entre el Viernes 12 de Julio y el Lunes 22 de Julio.
Lo recibirás en cualquier lugar de México entre 1 y 3 días hábiles luego del envío.

Reseña del libro "Hands-On c++ Game Animation Programming: Learn Modern Animation Techniques From Theory to Implementation With c++ and Opengl (en Inglés)"

Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build 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 guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions Book 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 learn Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowds Who 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.Table of Contents Creating a Game Window Implementing Vectors Implementing Matrices Implementing Quaternions Implementing Transforms Building an Abstract Renderer Exploring the glTF File Format Creating Curves, Frames, and Tracks Implementing Animation Clips Mesh Skinning Optimizing the Animation Pipeline Blending between Animations Implementing Inverse Kinematics Using Dual Quaternions for Skinning Rendering Instanced Crowds

Opiniones del libro

Ver más opiniones de clientes
  • 0% (0)
  • 0% (0)
  • 0% (0)
  • 0% (0)
  • 0% (0)

Preguntas frecuentes sobre el libro

Todos los libros de nuestro catálogo son Originales.
El libro está escrito en Inglés.
La encuadernación de esta edición es Tapa Blanda.

Preguntas y respuestas sobre el libro

¿Tienes una pregunta sobre el libro? Inicia sesión para poder agregar tu propia pregunta.

Opiniones sobre Buscalibre

Ver más opiniones de clientes