-
Writing a Custom File Loader for Skeletons
Creating a custom file loader for skeletons involves reading and parsing a file format that stores skeletal data (like bones, joints, animations, etc.), and transforming that data into a usable structure within a 3D engine or application. Below is a step-by-step guide for creating a simple custom file loader for skeletons, assuming you’re working in…
-
Writing a Custom Animation Engine
Creating a custom animation engine requires a solid understanding of programming principles, graphics rendering, and the underlying mechanics of how animations work in a digital space. Whether you’re aiming to build one for a web application, game development, or even interactive media projects, the process involves several key steps and components. Here’s a comprehensive guide…
-
World-Space vs Local-Space Animation
In the realm of computer graphics and animation, understanding the concepts of World-Space and Local-Space is fundamental to manipulating and controlling animated objects. These two coordinate systems are central to how an object’s position, rotation, and scale are interpreted and manipulated in a 3D environment. While they are both used for different purposes, their distinctions…
-
Working with Dual Skeleton Systems
In modern animation and game development, dual skeleton systems refer to setups where two distinct skeletons or rigs are used for a character or object. This technique is often applied to achieve more complex or specialized motion, control, and deformations in digital assets. It allows for greater flexibility and realism, particularly in advanced rigging scenarios…
-
Working with Dual Quaternion Skinning
Dual Quaternion Skinning (DQS) is an advanced technique used in computer graphics, especially for character animation, to handle the deformation of 3D models. It is an enhancement over traditional methods like Linear Blend Skinning (LBS), often referred to as “Skeletal Animation.” In DQS, the idea is to combine the benefits of quaternions for rotation with…
-
Why You Should Use std__make_unique and std__make_shared
Using std::make_unique and std::make_shared in C++ offers significant advantages in terms of memory management, code clarity, and performance. These utility functions are part of the C++11 standard and are recommended over directly using new to allocate objects. Here’s why you should consider using them in your C++ code: 1. Memory Safety Both std::make_unique and std::make_shared…
-
Why You Should Use std__allocator in C++
In C++, memory management is a critical aspect of performance and resource control, especially when dealing with dynamic memory allocation. The std::allocator class is a powerful and flexible way to manage memory allocation in a standardized and efficient manner. While many C++ developers may not interact with std::allocator directly, understanding its benefits and use cases…
-
Why You Should Prefer std__unique_ptr Over Raw Pointers
In modern C++ programming, one of the most important considerations when managing resources is ensuring proper memory management to avoid leaks, dangling pointers, and other issues related to memory safety. While raw pointers (i.e., simple pointer types like T*) have been a mainstay in C++ for decades, the advent of smart pointers, particularly std::unique_ptr, has…
-
Why You Should Prefer std__shared_ptr Over Raw Pointers
When working with C++ programming, memory management plays a critical role in ensuring efficient, reliable, and safe execution. The introduction of smart pointers in C++11 provided a way to handle memory more effectively. Among these smart pointers, std::shared_ptr stands out due to its ability to automatically manage the lifetime of dynamically allocated objects, making it…
-
Why You Should Never Forget to Free Memory in C++ Code
In C++, memory management is one of the most critical aspects of writing efficient and reliable code. One common mistake many developers make is forgetting to free dynamically allocated memory, which can lead to several issues in your application. While C++ offers powerful tools like new and delete to handle memory allocation, failing to properly…