
Mastering C++ Game Animation Programming
Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan
Michael Dunsky(Author)
Packt Publishing
Published on 28. March 2025
Book
Paperback/Softback
544 pages
978-1-83588-192-7 (ISBN)
Description
Develop a compact game engine-like animation application in C++ using OpenGL 4 or Vulkan through hands-on implementation in this part-color guide
Key Features
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
Book DescriptionWith 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.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
Who this book is forThis 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.
Key Features
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
Book DescriptionWith 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.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
Who this book is forThis 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.
More details
Language
English
Place of publication
Birmingham
United Kingdom
Dimensions
Height: 235 mm
Width: 191 mm
Thickness: 29 mm
Weight
1003 gr
ISBN-13
978-1-83588-192-7 (9781835881927)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Michael Dunsky
Mastering C++ Game Animation Programming
Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan
E-Book
03/2025
1st Edition
Packt Publishing Limited
from
€29.99
Available for download
Person
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, Python, VHDL, OpenGL, GLSL, and Vulkan. During his career, he also gained extensive knowledge of Linux, virtual machines, server operation, and infra-structure automation. Michael holds a Master of Science degree in Computer Sci-ence from the FernUniversitaet in Hagen with a focus on computer graphics, parallel programming, and software systems.
Content
Table of Contents
Working with Open Asset Import Library
Moving Animation Calculations from CPU to GPU
Adding a Visual Selection
Enhancing Application Handling
Saving and Loading the Configuration
Extending Camera Handling
Enhancing Animation Controls
An Introduction to Collision Detection
Adding Behavior and Interaction
Advanced Animation Blending
Loading a Game Map
Advanced Collision Detection
Adding Simple Navigation
Creating Immersive Interactive Worlds
Working with Open Asset Import Library
Moving Animation Calculations from CPU to GPU
Adding a Visual Selection
Enhancing Application Handling
Saving and Loading the Configuration
Extending Camera Handling
Enhancing Animation Controls
An Introduction to Collision Detection
Adding Behavior and Interaction
Advanced Animation Blending
Loading a Game Map
Advanced Collision Detection
Adding Simple Navigation
Creating Immersive Interactive Worlds