Paperback. Zustand: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less 1.39.
Zustand: acceptable. This copy may contain significant wear, including bending, heavy writing, tears, and or water damage. This book is a functional copy, not necessarily a beautiful copy. Copy may have loose pages. May not include access codes or CDs. May be an Ex library book with stickers and stamps. Dustjacket may be missing.
Anbieter: GreatBookPrices, Columbia, MD, USA
EUR 44,07
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: New.
Verlag: Packt Publishing 6/12/2020, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Sprache: Englisch
Anbieter: BargainBookStores, Grand Rapids, MI, USA
Paperback or Softback. Zustand: New. Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL. Book.
Anbieter: Lucky's Textbooks, Dallas, TX, USA
EUR 43,46
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: New.
Zustand: New. SUPER FAST SHIPPING.
Anbieter: GreatBookPrices, Columbia, MD, USA
EUR 49,75
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: As New. Unread book in perfect condition.
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
EUR 49,07
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: New. In.
Verlag: Packt Publishing 2020-06-12, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Sprache: Englisch
Anbieter: Chiron Media, Wallingford, Vereinigtes Königreich
EUR 47,32
Anzahl: 10 verfügbar
In den WarenkorbPaperback. Zustand: New.
Verlag: Packt Publishing Limited, GB, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Sprache: Englisch
Anbieter: Rarewaves.com USA, London, LONDO, Vereinigtes Königreich
EUR 66,34
Anzahl: Mehr als 20 verfügbar
In den WarenkorbPaperback. Zustand: 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.
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
EUR 49,06
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: New.
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
EUR 55,29
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: As New. Unread book in perfect condition.
Anbieter: Mispah books, Redhill, SURRE, Vereinigtes Königreich
EUR 67,56
Anzahl: 1 verfügbar
In den WarenkorbPaperback. Zustand: New. New. book.
Verlag: Packt Publishing Limited, GB, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Sprache: Englisch
Anbieter: Rarewaves.com UK, London, Vereinigtes Königreich
EUR 59,53
Anzahl: Mehr als 20 verfügbar
In den WarenkorbPaperback. Zustand: 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.
Verlag: Packt Publishing, Limited, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Sprache: Englisch
Anbieter: Majestic Books, Hounslow, Vereinigtes Königreich
EUR 39,47
Anzahl: 4 verfügbar
In den WarenkorbZustand: New. Print on Demand pp. 310.
Anbieter: THE SAINT BOOKSTORE, Southport, Vereinigtes Königreich
EUR 56,82
Anzahl: Mehr als 20 verfügbar
In den WarenkorbPaperback / softback. Zustand: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 526.
Anbieter: moluna, Greven, Deutschland
EUR 60,77
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: 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 .
Anbieter: preigu, Osnabrück, Deutschland
Taschenbuch. Zustand: 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.
Taschenbuch. Zustand: 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.