Real-Time Animation Toolkit in C++

Overview

After a synopsis of commercial computer game programming techniques developed over a dozen or so years and a recap of the basics of video modes and graphic file formulas, the author devotes more time to the meatier and more exciting realms of digital picture-making. Animation, realistic color shading methods, special effects and digital video are among the topics discussed. The accompanying CD-ROM features the class library, code for animation programming examples in the text plus several extra programs and an ...
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Overview

After a synopsis of commercial computer game programming techniques developed over a dozen or so years and a recap of the basics of video modes and graphic file formulas, the author devotes more time to the meatier and more exciting realms of digital picture-making. Animation, realistic color shading methods, special effects and digital video are among the topics discussed. The accompanying CD-ROM features the class library, code for animation programming examples in the text plus several extra programs and an art gallery illustrating what can be accomplished using the class library, including static pictures, animations and real-time video sequences.

This book offers C++ tools and utilities, a C++ animation class library, and tried-and-true techniques to teach the graphics programmer how to develop real-time animation. The book includes a CD with the class library, code for the animation programming examples in the book, plus extra programs and an art gallery showing what can be accomplished using the class library.

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Editorial Reviews

Booknews
For game developers and animation programmers, this reference briefly recaps the basics of video modes and graphics file formats, but the major attention is devoted to real-time digital picturemaking, with topics that include animation, composition of overlapping screen elements, realistic color shading techniques and special effects, digital video, and 3D transformations and texture mapping. The volume is not about game programming per se, but about the graphics techniques which underlie real-time screen animation on current PCs. The included CD-ROM contains an animation class library, interactive tutorial, and a collection of tools and real-time sample programs. Annotation c. Book News, Inc., Portland, OR (booknews.com)
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Product Details

  • ISBN-13: 9780471121473
  • Publisher: Wiley, John & Sons, Incorporated
  • Publication date: 11/28/1995
  • Edition description: BK&CD ROM
  • Edition number: 1
  • Pages: 778
  • Product dimensions: 7.50 (w) x 9.20 (h) x 1.76 (d)

Table of Contents

Preface & Acknowledgments
Introduction
Ch. 1 Bitmaps 3
Ch. 2 Basic VGA Graphics 38
Ch. 3 Graphics File Formats 78
Ch. 4 Clipping, Rectangles, Lines, and Fixed-Point Numbers 114
Ch. 5 Super VGA Graphics 153
Ch. 6 Bitmap Compression and Bitmap Scaling 199
Ch. 7 Microsoft Windows and WinG 239
Ch. 8 Frame Animation 285
Ch. 9 Animation Files 318
Ch. 10 Scene Composition 363
Ch. 11 Animated Actors and Scrolling Backgrounds 412
Ch. 12 Input Devices and User Interaction 446
Ch. 13 Color Theory and Color Palettes 495
Ch. 14 Fifteen-Bit and Twenty-Four-Bit Displays 525
Ch. 15 Color Shading, Hazing, Filtering, and Translucency 554
Ch. 16 Digital Video 595
Ch. 17 Three-Dimensional Math and Polygon Rendering 629
Ch. 18 Polyhedral Objects and Texture Mapping 670
Ch. 19 Three-Dimensional Scene Rendering 705
Ch. 20 Optimizing, Porting, and Enhancing ARTT 731
Appendices 755
Appendix A: ARTT Class Hierarchy 756
Appendix B: Tools and Sample Programs 760
Appendix C: Installing ARTT from the CD-ROM 762
Appendix D: Compiling ARTT 763
Appendix E: Recommended Reading 765
Index 770
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