Modern Game Animation in C++: Design Advanced Animation Pipelines and Motion Systems with OpenGL and Vulkan

Author:   Jose Gobert
Publisher:   Independently Published
ISBN:  

9798283056319


Pages:   310
Publication Date:   08 May 2025
Format:   Paperback
Availability:   Available To Order   Availability explained
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Modern Game Animation in C++: Design Advanced Animation Pipelines and Motion Systems with OpenGL and Vulkan


Overview

Modern Game Animation in C++ is the definitive guide for developers and technical animators who want to build high-performance, real-time animation systems from the ground up. Whether you're building your own engine or extending an existing framework, this book walks you step-by-step through the architecture, mathematics, and implementation strategies behind advanced character motion in modern games. Inside, you'll gain the knowledge and tools to: Design scalable animation pipelines that integrate seamlessly with rendering, physics, and ECS architectures. Import and process skeletal data from industry-standard tools like Blender and Mixamo using Assimp. Implement real-time pose evaluation, state machines, blend trees, and parametric animation controllers. Apply Linear Blend Skinning (LBS) and GPU skinning with OpenGL 4.6 and Vulkan 1.3. Solve inverse kinematics (IK) for foot placement, aiming, and procedural joint manipulation. Blend motion data using interpolation, curve-based timing, and additive layering for dynamic, responsive characters. Visualize animation states and debug bone transforms in real time with ImGui and RenderDoc. Optimize for performance with multithreaded pose evaluation, animation culling, UBO batching, and memory-efficient data structures. Through in-depth explanations, authentic code samples in modern C++17/20, and practical real-world case studies, you'll not only learn how things work-you'll implement them the right way. From foundational math to high-level system design, this book equips you to take full control of your animation runtime. Who Should Read This Book? Game developers building custom engines or animation systems Technical artists and animators looking to understand animation from a programming perspective Graphics programmers integrating GPU-based motion pipelines C++ developers who want to build low-latency, scalable animation features for real-time applications Stop relying on black-box engines and generic middleware. Learn how to build animation systems that are fast, flexible, and production-ready-using clean C++, efficient GPU code, and proven real-time techniques. Own your pipeline. Elevate your characters. Start building today.

Full Product Details

Author:   Jose Gobert
Publisher:   Independently Published
Imprint:   Independently Published
Dimensions:   Width: 17.00cm , Height: 1.70cm , Length: 24.40cm
Weight:   0.494kg
ISBN:  

9798283056319


Pages:   310
Publication Date:   08 May 2025
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   Available To Order   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

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