Deep Roots, Wild Branches


Book Description










Hands-On C++ Game Animation Programming


Book Description

Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflow Key Features Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this step-by-step guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions Book DescriptionAnimation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.What you will learn Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowds Who this book is for This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.







Dwellings of Enchantment


Book Description

Dwellings of Enchantment: Writing and Reenchanting the Earth offers ecocritical and ecopoetic readings that focus on multispecies dwellings of enchantment and reenchant our rapport with the more-than-human world. It sheds light on the marvelous entanglements between humans and other life forms coexisting with us–entanglements that, when fully perceived, call onto humans to shift perspectives on both the causes and solutions to current ecological crises. Working against the disenchantment of humans’ relationships with and perceptions of the world entailed by a modern ontology, this book illustrates the power of ecopoetics to attune humans to the vibrant matter both within and outside of us. Braiding indigenous with non-indigenous worldviews, this book tackles ecopoetics emerging from varying locations in the world. It underscores the postmodernist, remythologizing processes going on in many ecopoetic texts, via magical realist modes and mythopoeia.










The Collected Mathematical Papers of James Joseph Sylvester


Book Description

Features a paper 'On the Theory of the Syzygetic Relations of Two Rational Integral Functions, comprising an application to the Theory of Sturm's Functions'. This title also contains Sylvester's Constructive Theory of Partitions, papers on Binary Matrices, and the Lectures on the Theory of Reciprocants.




The Morphophonological Development of the Classical Aramaic Verb


Book Description

This book offers a diachronic and synchronic account of the verb morphology and phonology of Aramaic from its initial appearance early in the first millennium B.C.E. until the second millennium C.E. Aramaic, a subfamily of Semitic, is closely related to Hebrew and the other Canaanite languages; together, the two subfamilies of Aramaic and Canaanite constitute the northwest branch of the Semitic phylum. In this study, Joseph L. Malone focuses on thirteen dialects of Aramaic, chosen from a candidate list of approximately twice that number. The specific varieties of Aramaic examined here are chosen to provide an optimal chronological and geographical range. In a similar vein, the finite verb serves as the subject of this study, based on the assumption that a thorough treatment of the verb will asymptomatically involve most of the patterns and processes that hold for the grammar as a whole. The tools of this study are drawn from standard generative linguistics, though care is taken to explicate these in more traditional terms where it is deemed necessary. This book is essential reading for linguists who study the Semitic language families, and in particular those interested in Northwest Semitic languages.