Hoppa till innehållet

Gabor Szauer

Hands-On C++ Game Animation Programming

  • Vikt 0,69 kg

670 krhos Bokus · exkl. frakt

199 kr skillnad mellan billigaste och dyraste butik i lager

670 kr869 kr

Dubbelkollade priser

Jämför 3 butiker

Priser från butikernas flöden kan ha ändrats: det är priset hos butiken som gäller, så kontrollera det innan du handlar.

Prishistorik

Köp nu eller vänta?

Just nu kostar produkten 670 kr — 156 kr över det lägsta vi sett på 1 månad.

Under den tiden har det oftast legat runt 510–670 kr.

Pris idag

670 kr

700600500
snitt 596 kr15 sep.Idag
15 september 2026
514 kr
Lägst hos Adlibris
Lägst
514 kr
Snitt
596 kr
Högst
670 kr
Lägsta pris per dag
2026-09-15514 kr · Lägst hos Adlibris
2026-10-06523 kr · Lägst hos Adlibris
2026-10-08670 kr · Lägst hos Bokus

Om produkten

Hands-On C++ Game Animation Programming

Läs mer

Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflowKey FeaturesBuild 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 guideDiscover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook DescriptionAnimation 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 learnGet the hang of 3D vectors, matrices, and transforms, and their use in game developmentDiscover various techniques to smoothly blend animationsGet to grips with GLTF file format and its design decisions and data structuresDesign an animation system by using animation tracks and implementing skinningOptimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettesImplement the IK technique for your game characters using CCD and FABRIK solversUnderstand dual quaternion skinning and how to render large instanced crowdsWho this book is forThis 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.

Specifikationer

Fakta

Vikt
0,69 kg
GTIN
09781800208087

Uppgifter från tillverkare och butiker.