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Mastering C++ Game Animation Programming
Mastering C++ Game Animation Programming

Mastering C++ Game Animation Programming: Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan

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Profile Icon Michael Dunsky
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eBook Mar 2025 544 pages 1st Edition
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eBook Mar 2025 544 pages 1st Edition
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Mastering C++ Game Animation Programming

Working with Open Asset Import Library

Welcome to Mastering C++ Game Animations! Are you the kind of person who looks at the animated models in a computer or console game, or a 3D animation tool, and asks yourself questions like:

How does this work? How do they do this? Could I do this myself, too?

If so, this book will take you in the right direction to achieving this. In the next 14 chapters, you will learn how to create your own little game character model viewer.

The book starts with loading a file using Open Asset Import Library, converting the data structures from the importer library into more efficient data structures for rendering, and rendering the character model with a simple OpenGL or Vulkan renderer. You will also learn how to optimize data updates and rendering by relocating computational load to the GPU in the form of GPU-based lookup tables and compute shaders.

For the character animations, you will not only dive into normal animation blending...

Technical requirements

For this chapter, you will need the following:

  • A PC with Windows or Linux, and the tools listed later in this section
  • Git for source-code management
  • A text editor (such as Notepad++ or Kate) or a full IDE (such as Visual Studio 2022 for Windows, or Eclipse/KDevelop for Linux)

Important note

A recent C++ compiler is required to compile the code. In the current CMake build system, C++17 is configured, but the code is known to work with newer C++ standards, up to and including C++26 (although the compiler must support those standards).

Now, let’s get the source code for this book and start unpacking the code.

Getting the source code and the basic tools

The code for this book is hosted on GitHub, which you can find here:

https://github.com/PacktPublishing/Mastering-Cpp-Game-Animation-Programming

You need to install Git since the build system utilizes Git to download the third-party projects...

Animating game characters – a primer

Moving a game character around in a virtual world with lots of different animations, changeable outfits, a collision detection system for other characters and the environment, and maybe even interaction with other characters looks nice and simple when playing a game.

But the mathematics and techniques behind the smoothly animated game characters are extensive and complex. Every movement, animation, action, or state change of the character involves a long journey until the final image is rendered to the screen.

Let’s look at a high-level explanation of animations first. If you already know the details, you can skip to the next section.

About nodes, bones, skeletal animation, and skinning

The building blocks of an animated three-dimensional character model are the so-called nodes. A node can be compared to a joint in the virtual body of the character, like the shoulder or hip.

All nodes in the character model are...

What is Open Asset Import Library?

Open Asset Import Library, in short Assimp, is a cross-platform library to import and convert 3D model files. The different file formats are converted into a hierarchical data structure, enabling a programmer to support a wider range of model formats in a single, comprehensive way.

Figure 1.20 shows the key elements and their relationships:

Figure 1.20: A simplified version of Assimp’s data structures

Let us take a closer look at these data structures and their functions:

  • aiScene is the central element of Assimp’s data structure. The root node entry, all information about the polygonal meshes, the materials, and the animations are stored in the aiScene element.
  • The root node of aiScene points to a structure called aiNode. In every aiNode, possible child nodes are stored, eventually creating a node tree. Also, a transform matrix resides in the aiNode structure, defining the local transformation, relative...

Loading a model file

To load a model file with Open Asset Import Library, we must include the following three headers in the implementation file of the AssimpModel model loading class in the model folder:

#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>

Next, we create an Assimp::Importer instance in the loadModel() method, and use the importer to load a file from disk:

  Assimp::Importer importer;
  const aiScene *scene = importer.ReadFile(modelFilename,
   aiProcess_Triangulate | aiProcess_GenNormals);

We hand over the file name of the asset file we want to load, plus the two values aiProcess_Triangulate and aiProcess_GenNormals as optional postprocessing flags.

The first flag, aiProcess_Triangulate, instructs Assimp to triangulate all polygons with more than three vertices, if those polygons exist in the file. Since our basic renderer only understands triangles, a polygon with more than three vertices...

Extending the UI with an Open File dialog

ImGui can be used to create simple UIs like in our animation application, but the code can be also extended to build different kinds of tools. For our application, a dialog to choose a file on the system is helpful to load models at runtime, freeing us of hardcoding the model names in the code or using models as command-line parameters when starting the application.

Various ImGui-based file dialogs exist; a nice and easy-to-integrate file dialog can be found in the GitHub repository of Stephane Cuillerdier at https://github.com/aiekick/ImGuiFileDialog.

For a simple integration of the file dialog, we will use CMake’s FetchContent to download and build the code.

Integrating the file dialog into CMakeLists.txt

First, we add a new FetchContent block into the CMakeLists.txt file, right below the end of the ImGui fetching:

FetchContent_Declare(
  filedialog
  GIT_REPOSITORY https://github.com/aiekick/ImGuiFileDialog
 ...

Adding and removing model instances dynamically

Supporting multiple instances from multiple models was done by creating the class AssimpInstance in the model folder. Every AssimpInstance contains a smart pointer to access its base model, including the nodes and bones. Adding multiple instances of the same model requires one of two options to handle nodes and bones: using a copy of the node data structures in every instance or sharing the model’s nodes across all instances.

To avoid the duplication of all nodes in every instance, we will reuse the nodes of the model during the calculation of each final node position for the frame.

Reusing the bones for the sake of simplicity

To calculate the nodes during animation in the updateAnimation() method, we iterate the channels of the clip and use the model’s corresponding node:

  for (const auto& channel : animChannels) {
    std::string nodeNameToAnimate =
      channel->getTargetNodeName();
    std:...

Summary

In this chapter, we took the first steps toward mastering C++ game animation programming by using Open Asset Importer Library, or Assimp. Assimp enables us to simplify and accelerate the path to animating and rendering model instances.

We started by looking at the general data structures of the Assimp library, how to parse the different parts of a file, and in which order. Next, we added a nice ImGui-based file dialog to the code, allowing us to select files in an interactive manner, instead of having to hardcode one or more model files we wish to open. At the end of the chapter, we explored how to add or remove models and instances at runtime, enabling us to create a more “crowded” virtual world.

In Chapter 2, we will move the computational load to calculate the model matrices from the CPU to the GPU, allowing us to have more CPU power left to do amazing things in our virtual world.

Practical sessions

You will see this section at the end of every chapter in the book. Here, I will add a bunch of suggestions and exercises that you can try out with the code on GitHub.

You could try to do the following:

  • Add more controls to the animations, like the play direction, one/time vs. loop play, or even ping-pong replay, alternating between forward and backward replay of the chosen animation.
  • Add an animation slider that lets you choose to show the frame at some point in time of an animation.
  • Search for model files on the internet. Try out which models work, or to which extent they work. You do not have to limit this search to game character models; you can also search for game maps in compatible formats, or 3D-printable objects. Remember to adjust the file dialog filter to show the additional file formats.

Additional resources

For further reading, please take a look at the following resources:

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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
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

With two decades of programming experience across multiple languages and platforms, expert game developer and console porting programmer Michael Dunsky guides you through the intricacies of character animation programming. This book tackles the common challenges developers face in creating sophisticated, efficient, and visually appealing character animations. You’ll learn how to leverage the Open Asset Import Library for easy 3D model loading and optimize your 3D engine by offloading computations from the CPU to the GPU. The book covers visual selection, extended camera handling, and separating your application into edit and simulation modes. You’ll also master configuration storage to progressively build your virtual world piece by piece. As you develop your engine-like application, you’ll implement collision detection, inverse kinematics, and expert techniques to bring your characters to life with realistic visuals and fluid movement. For more advanced animation and character behavior controls, you’ll design truly immersive and responsive NPCs, load real game maps, and use navigation algorithms, enabling the instances to roam freely in complex environments. 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 advanced animation techniques and create interactive virtual worlds.

What you will learn

  • Master the basics of the Open Asset Import Library
  • Animate thousands of game characters
  • Extend ImGui with more advanced control types
  • Implement simple configuration file handling
  • Explore collision detection between 3D models and world objects
  • Combine inverse kinematics and collision detection
  • Work with state machines, behavior trees, and interactive NPC behaviors
  • Implement navigation for NPC movement in unknown terrains

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Publication date : Mar 28, 2025
Length: 544 pages
Edition : 1st
Language : English
ISBN-13 : 9781835881934
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Publication date : Mar 28, 2025
Length: 544 pages
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Language : English
ISBN-13 : 9781835881934
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Table of Contents

20 Chapters
Part 1: Populating the World with the Game Character Models Chevron down icon Chevron up icon
Working with Open Asset Import Library Chevron down icon Chevron up icon
Moving Animation Calculations from CPU to GPU Chevron down icon Chevron up icon
Adding a Visual Selection Chevron down icon Chevron up icon
Part 2: Transforming the Model Viewer into an Animation Editor Chevron down icon Chevron up icon
Enhancing Application Handling Chevron down icon Chevron up icon
Saving and Loading the Configuration Chevron down icon Chevron up icon
Extending Camera Handling Chevron down icon Chevron up icon
Part 3: Tuning Character Animations Chevron down icon Chevron up icon
Enhancing Animation Controls Chevron down icon Chevron up icon
An Introduction to Collision Detection Chevron down icon Chevron up icon
Adding Behavior and Interaction Chevron down icon Chevron up icon
Advanced Animation Blending Chevron down icon Chevron up icon
Part 4: Enhancing Your Virtual World Chevron down icon Chevron up icon
Loading a Game Map Chevron down icon Chevron up icon
Advanced Collision Detection Chevron down icon Chevron up icon
Adding Simple Navigation Chevron down icon Chevron up icon
Creating Immersive Interactive Worlds Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
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