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Hands-On C++ Game Animation Programming
book

Hands-On C++ Game Animation Programming

by Gabor Szauer
June 2020
Beginner to intermediate content levelBeginner to intermediate
368 pages
7h 23m
English
Packt Publishing
Content preview from Hands-On C++ Game Animation Programming

Chapter 3: Implementing Matrices

In the context of game animation, a matrix represents an affine transformation. It linearly maps points from one space to another. A mesh is represented by vertices, which are just points in space. These vertices are moved by multiplying them by a matrix.

In this chapter, you will learn matrix math and how to implement matrices in code. By the end of this chapter, you will have built a robust matrix library that can be used in any project. Matrices are important; they play a big role in the graphics pipeline. It's hard to render anything without using matrices.

You will only need to implement a square, 4 x 4 matrix. By the end of this chapter, you should be able to do the following:

  • Understand what a matrix ...
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Publisher Resources

ISBN: 9781800208087Supplemental Content