I have a book in the works but I’ve been thinking about starting another one either concurrently or afterwards on modern real-time animations.
First-off, my research shows no books covering what I intend to cover, but before I list them I will explain what I would initially plan to cover.
- Modern. GPU/shader-accelerated.
- Intended for games. Shader code (and perhaps included run-time code) for OpenGL GLSL, OpenGL ES ESSL, Direct3D 9 HLSL, and Direct3D 11 HLSL.
- Forward and inverse kinematics.
- Parsing an existing file format such as .FBX and/or .DAE to show how to extract animation data, save it to your own format, load it into your own game, and run it.
- Animation blending.
- Animation mixing.
- Hair animation.
- Morph targets/facial animations.
- Etc. Open to ideas.
I came up with the best 3, which are:
- Real-time 3D Character Animation with Visual C++
- It’s 2001 and only uses fixed-function OpenGL. I plan to cover GPU skinning on all platforms.
- Character Animation With Direct3D
- It uses deprecated Direct3D 9 functionality. I intend to provide a basis that programmers for any platform can use.
- Real-Time Animation Toolkit in C++
- Apparently very good back in the day but not useful these days, and apparently not focused heavily on real-time/games.
My questions:
- Do you know of any existing books that cover what I intend to cover?
- If not, would you like to see a book of this type?
- What else would you like to see covered in this type of book?
- Any other input?
Thank you.
L. Spiro