9798283826691 (10 risultati)

Editore: Independently Published, 2025
- Brossura
Da: Rarewaves.com USA, London, LONDO, Regno UnitoRarewaves.com USA
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 40,63
Spedizione gratuitaSpedito da Regno Unito a U.S.A.Quantità: Più di 20 disponibili
Paperback. Condizione: New.

Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
Contatta il venditoreVenditore con 5 stelleCondizione: Usato - Come nuovo
EUR 34,16
EUR 2,32 spedizioneSpedito in U.S.A.Quantità: Più di 20 disponibili
Condizione: As New. Unread book in perfect condition.

Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 35,58
EUR 2,32 spedizioneSpedito in U.S.A.Quantità: Più di 20 disponibili
Condizione: New.

Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 34,43
EUR 17,51 spedizioneSpedito da Regno Unito a U.S.A.Quantità: Più di 20 disponibili
Condizione: New.

Editore: Independently Published, 2025
- Brossura
Da: Rarewaves.com UK, London, Regno UnitoRarewaves.com UK
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 37,18
EUR 75,86 spedizioneSpedito da Regno Unito a U.S.A.Quantità: Più di 20 disponibili
Paperback. Condizione: New.

Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
Contatta il venditoreVenditore con 5 stelleCondizione: Usato - Come nuovo
EUR 36,97
EUR 17,51 spedizioneSpedito da Regno Unito a U.S.A.Quantità: Più di 20 disponibili
Condizione: As New. Unread book in perfect condition.

Editore: Independently Published, 2025
- Brossura
- Print on Demand
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 37,98
Spedizione gratuitaSpedito in U.S.A.Quantità: 1 disponibili
Paperback. Condizione: new. Paperback. Game Animation Programming with C++: Master Real-Time Character and Motion Systems Using Modern C++, OpenGL, and Vulkan is a comprehensive, hands-on guide for developers who want to build professional-grade animation systems from the ground up.This book takes you deep into the core of how m…odern 3D games animate characters in real time. You'll learn exactly how to load and process animation data, manage skeletal hierarchies, blend and interpolate motion, implement inverse kinematics (IK), and render skinning on the GPU using OpenGL and Vulkan. Everything is written with modern C++ in mind, with clear architectural patterns, real-world code, and production-ready examples.From importing animation assets with Assimp, to building efficient blend trees, debugging animation states, and synchronizing gameplay with character motion-every technique is explained clearly and implemented in full. Whether you're designing your own engine or upgrading an existing system, you'll gain deep knowledge of animation runtime behavior, transform math, GPU pipelines, and real-time IK solutions.You'll also explore advanced topics such as procedural animation with spring-damper systems, blending between physics and keyframe control, visualizing animation states, compressing animation data, and profiling GPU-bound bottlenecks. The book concludes with a full third-person character case study, showing how to connect input, animation, and visual feedback into a fluid, responsive game experience.What You'll LearnImplement skeletal animation using modern C++ and matrix mathUse Assimp to load meshes, skeletons, and animation clipsApply forward and inverse kinematics for foot placement and aimingBuild animation state machines, blend trees, and event systemsWrite efficient skinning shaders in GLSL and VulkanCompress, stream, and optimize animation for real-time performanceDebug and visualize character rigs, IK targets, and animation flowCreate a production-ready third-person animation system from start to finishWhether you're a systems programmer, technical animator, graphics engineer, or indie developer, this book gives you everything you need to understand, build, and optimize animation pipelines for modern games.Stop treating animation as a black box. Learn how it really works-and start building it yourself. Get your copy today and master the systems behind every expressive, responsive, and believable character in games. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

Editore: Amazon Digital Services LLC - Kdp, 2025
- Print on Demand
Da: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 38,90
Spedizione gratuitaSpedito in U.S.A.Quantità: Più di 20 disponibili
PAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Editore: Amazon Digital Services LLC - Kdp, 2025
- Print on Demand
Da: PBShop.store UK, Fairford, GLOS, Regno UnitoPBShop.store UK
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 34,44
EUR 5,86 spedizioneSpedito da Regno Unito a U.S.A.Quantità: Più di 20 disponibili
PAP. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Editore: Independently Published, 2025
- Brossura
- Print on Demand
Da: CitiRetail, Stevenage, Regno UnitoCitiRetail
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 38,46
EUR 43,18 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 1 disponibili
Paperback. Condizione: new. Paperback. Game Animation Programming with C++: Master Real-Time Character and Motion Systems Using Modern C++, OpenGL, and Vulkan is a comprehensive, hands-on guide for developers who want to build professional-grade animation systems from the ground up.This book takes you deep into the core of how m…odern 3D games animate characters in real time. You'll learn exactly how to load and process animation data, manage skeletal hierarchies, blend and interpolate motion, implement inverse kinematics (IK), and render skinning on the GPU using OpenGL and Vulkan. Everything is written with modern C++ in mind, with clear architectural patterns, real-world code, and production-ready examples.From importing animation assets with Assimp, to building efficient blend trees, debugging animation states, and synchronizing gameplay with character motion-every technique is explained clearly and implemented in full. Whether you're designing your own engine or upgrading an existing system, you'll gain deep knowledge of animation runtime behavior, transform math, GPU pipelines, and real-time IK solutions.You'll also explore advanced topics such as procedural animation with spring-damper systems, blending between physics and keyframe control, visualizing animation states, compressing animation data, and profiling GPU-bound bottlenecks. The book concludes with a full third-person character case study, showing how to connect input, animation, and visual feedback into a fluid, responsive game experience.What You'll LearnImplement skeletal animation using modern C++ and matrix mathUse Assimp to load meshes, skeletons, and animation clipsApply forward and inverse kinematics for foot placement and aimingBuild animation state machines, blend trees, and event systemsWrite efficient skinning shaders in GLSL and VulkanCompress, stream, and optimize animation for real-time performanceDebug and visualize character rigs, IK targets, and animation flowCreate a production-ready third-person animation system from start to finishWhether you're a systems programmer, technical animator, graphics engineer, or indie developer, this book gives you everything you need to understand, build, and optimize animation pipelines for modern games.Stop treating animation as a black box. Learn how it really works-and start building it yourself. Get your copy today and master the systems behind every expressive, responsive, and believable character in games. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.