{"product_id":"modern-game-animation-in-c-jose-gobert-9798283056319","title":"Modern Game Animation in C++: Design Advanced Animation Pipelines and Motion Systems with OpenGL and Vulkan","description":"\u003cp\u003e\u003cb\u003eModern Game Animation in C++\u003c\/b\u003e 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.\u003c\/p\u003e\u003cp\u003eInside, you'll gain the knowledge and tools to: \u003c\/p\u003e\u003cul\u003e\n\u003cli\u003eDesign scalable animation pipelines that integrate seamlessly with rendering, physics, and ECS architectures.\u003c\/li\u003e\n\u003cli\u003eImport and process skeletal data from industry-standard tools like Blender and Mixamo using Assimp.\u003c\/li\u003e\n\u003cli\u003eImplement real-time pose evaluation, state machines, blend trees, and parametric animation controllers.\u003c\/li\u003e\n\u003cli\u003eApply Linear Blend Skinning (LBS) and GPU skinning with OpenGL 4.6 and Vulkan 1.3.\u003c\/li\u003e\n\u003cli\u003eSolve inverse kinematics (IK) for foot placement, aiming, and procedural joint manipulation.\u003c\/li\u003e\n\u003cli\u003eBlend motion data using interpolation, curve-based timing, and additive layering for dynamic, responsive characters.\u003c\/li\u003e\n\u003cli\u003eVisualize animation states and debug bone transforms in real time with ImGui and RenderDoc.\u003c\/li\u003e\n\u003cli\u003eOptimize for performance with multithreaded pose evaluation, animation culling, UBO batching, and memory-efficient data structures.\u003c\/li\u003e\n\u003c\/ul\u003e\u003cp\u003eThrough 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.\u003c\/p\u003e\u003cb\u003eWho Should Read This Book?\u003c\/b\u003e\u003cul\u003e\n\u003cli\u003eGame developers building custom engines or animation systems\u003c\/li\u003e\n\u003cli\u003eTechnical artists and animators looking to understand animation from a programming perspective\u003c\/li\u003e\n\u003cli\u003eGraphics programmers integrating GPU-based motion pipelines\u003c\/li\u003e\n\u003cli\u003eC++ developers who want to build low-latency, scalable animation features for real-time applications\u003c\/li\u003e\n\u003c\/ul\u003eStop 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. \u003cb\u003eOwn your pipeline. Elevate your characters. Start building today.\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eAuthor:\u003c\/b\u003e Jose Gobert\u003cbr\u003e\u003cb\u003eISBN-13:\u003c\/b\u003e 9798283056319\u003cbr\u003e\u003cb\u003ePublisher:\u003c\/b\u003e Independently Published\u003cbr\u003e\u003cb\u003eLanguage:\u003c\/b\u003e English\u003cbr\u003e\u003cb\u003ePublished:\u003c\/b\u003e 05\/08\/2025\u003cbr\u003e\u003cb\u003ePages:\u003c\/b\u003e 310\u003cbr\u003e\u003cb\u003eFormat:\u003c\/b\u003e Paperback\u003cbr\u003e\u003cb\u003eWeight:\u003c\/b\u003e 1.09lbs\u003cbr\u003e\u003cb\u003eSize:\u003c\/b\u003e 9.61h x 6.69w x 0.65d","brand":"Jose Gobert","offers":[{"title":"Paperback","offer_id":48217709478143,"sku":"9798283056319","price":28.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0662\/2982\/9887\/files\/img_a1a62972-495f-416f-a98e-df4539c49fb2.jpg?v=1771998928","url":"https:\/\/www.whiterainbookhouse.com\/products\/modern-game-animation-in-c-jose-gobert-9798283056319","provider":"WR Book House","version":"1.0","type":"link"}