Hands on Game Animation Programming by Gabor Szauer (21 results)

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  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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    Paperback. Condition: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.

  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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    Condition: acceptable. This book is in acceptable condition and may have highlighting and or writing throughout. The actual cover image may not match the stock photo, dust jacket may be damaged or missing. Book may show internal and or external wear on spine or cover and may be slightly skewed or have creased pages. This is a used book so codes may be invalid or accompanying media may be missing. May be an Ex library book with stickers and stamps.…

  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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  • Language: English

    Published by Packt Publishing 6/12/2020, 2020

    1800208081 / 9781800208087

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    Paperback or Softback. Condition: New. Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL. Book.

  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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  • Language: English

    Published by Packt Publishing, Limited, 2020

    1800208081 / 9781800208087

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    Condition: New. pp. 310.

  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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  • Language: English

    Published by Packt Publishing Limited, GB, 2020

    1800208081 / 9781800208087

    • Softcover

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    Paperback. Condition: New. 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. …

  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

    • Softcover

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  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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    Condition: New. In English.

  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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  • Language: English

    Published by Packt Publishing Limited, GB, 2020

    1800208081 / 9781800208087

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    Paperback. Condition: New. 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. …

  • Language: English

    Published by Packt Publishing, Limited, 2020

    1800208081 / 9781800208087

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    Condition: New. Print on Demand pp. 310.

  • Language: English

    Published by Packt Publishing 2020-06, 2020

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  • Language: English

    Published by Packt Publishing Limited, 2020

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  • Language: English

    Published by Packt Publishing, Limited, 2020

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    Condition: New. PRINT ON DEMAND pp. 310.

  • Language: English

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  • Language: English

    Published by Packt Publishing Limited, 2020

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  • Language: English

    Published by Packt Publishing, 2020

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    Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Game Animation Programming is a comprehensive guide to learning everything needed to get an optimized, production ready animation system up and running. It covers all the concepts starting from understanding OpenGL, the math required for animations, how to .…

  • Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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    Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflowKey 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 quaternionsBook 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 crowdsWho 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.…

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    Language: English

    Published by Packt Publishing, 2020

    1800208081 / 9781800208087

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    Taschenbuch. Condition: Neu. Hands-On C++ Game Animation Programming | Learn modern animation techniques from theory to implementation with C++ and OpenGL | Gabor Szauer | Taschenbuch | Kartoniert / Broschiert | Englisch | 2020 | Packt Publishing | EAN 9781800208087 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.…