C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.

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-1
votes
0answers
18 views

`std::cout` freezes `Display()` in glut [on hold]

I'm using Eigen Library to compute matrices. If I print them out using std::cout, I notice the Display() is getting slower. Why this occurs and how to overcome this problem?
-4
votes
0answers
39 views

What game companies hire remote programmers? [on hold]

I'm looking for a remote (telecommute) c++/lua/python job. What game industry companies occasionally have such vacancies? Thanks!
0
votes
1answer
37 views

speed up the update of glutidle()

I have a client that sends data at 1KHz (i.e. 0.001 sec) to a master over Internet using UDP protocol. In Master, I need to draw an object, but the problem is that the update of GLUT is slower than ...
6
votes
2answers
133 views

How do I find the closest points(thereby forming a polygon) enclosing a particular point?(see image)

I am working with a game engine, and my task is to add code for simulating fracture of rigid meshes. Right now I'm only working on breaking a cube. I am using Voronoi's algorithm to make a ...
3
votes
0answers
62 views

How do I render from one render target to another?

I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The ...
8
votes
1answer
202 views

How are entity systems cache-efficient?

Lately I've been doing a lot of reading on entity systems to implement in my game engine (C++/OpenGL). The two key benefits that I constantly hear lauded about entity systems are 1) the easy ...
1
vote
2answers
78 views

OOP Question for Team System

I'm not quite sure right how I should create my "Team System". Lets say I have 2 teams with 4 players in there. The teams are Team Blue and Team Red. A team knows the amount of its members, the amount ...
-1
votes
1answer
68 views

Smooth radial collision

I'm trying to make collisions smoother in my game. Currently, entities will stop completely when they collide with an obstacle. I saw the following article recently: ...
-2
votes
0answers
35 views

What is The Best Way To Learn SDL2? [on hold]

I Want to learn SDL2, i have downloaded a book "SDL Game Development", but i found it more advanced (using abstract classes too much), then there's LazyFoo tutorials, but they didn't use much OOP in ...
1
vote
2answers
141 views

How to detect graphics API at runtime with SDL2?

Using SDL2, is there a way to determine at runtime whether the application is using OpenGL, OpenGLES, or DirectX? EDIT: If there is a way to figure it out without using the SDL2 API, I'm willing to ...
-1
votes
0answers
26 views

box2d first step [closed]

I'm would like trying to use box2d (c++), I ever use the js version of this api. But as I try to compile the hello world code, I've got an error on world creation : "undefined reference to b2world". ...
-5
votes
1answer
61 views

Slot machine effect on c++ [closed]

Am making some slot machine game in c++ and sfml for fun. Wanna have an idea to make the REEL effect wheen spin button is pressed.
1
vote
0answers
25 views

How to raycast against a physx cloth mesh?

I'm using the PhysX 3.3 SDK in a application and mostly everything is working fine. However, I'm trying to develop a feature that would allow users to click on various actors in the scene and modify ...
0
votes
0answers
19 views

How do I update a static mesh in Unreal 4 during movement?

I would like to use UE4 for rendering of a huge world. During the runtime, I would like to load a mesh from a custom source and adopt the mesh in the game. Could someone give me a hint how to do this ...
-3
votes
1answer
57 views

Rotate camera with mouse? [closed]

Once again, using tutorial 10 at NeHe. I want the code if (keys[VK_RIGHT]) // Is The Right Arrow Being Pressed? { yrot -= 1.5f; // Rotate The ...
1
vote
1answer
109 views

Game development for high-school with C++ and OpenGL [closed]

I've been teaching high-school students (12th grade) game programming in the last 2 years. The way I did this till now, was first to give them "half made" classes (for Point, Polygon, etc.) and ...
-1
votes
1answer
19 views

Model/Animation format with light/well documented SDK [closed]

I was writing a converter from FBX to my model format. So I export my mesh, bones and animations to FBX and convert it to my custom format. The problem is that imo the FBX SDK is very heavy and not ...
0
votes
2answers
49 views

Why can't I load an image with a relative path in SDL2 on Linux?

When loading a texture in SDL2 the general procedure is this: SDL_Texture* texture = IMG_LoadTexture(renderer, "resources/images/image.png); However this doesn't work and I have to supply the WHOLE ...
0
votes
1answer
31 views

Algorithm for texture blending modification

Im currently writing a terrain editor for my game (for the record: no commercial intentions) and after having implemented the terrain morphing to my liking im now working on the texturing of said ...
-2
votes
0answers
48 views

Distributed game development and security of source code [closed]

I think this question has already been asked many times, but I can't find any of them. I have a game project (I'm using Marmalade),and a few trusted developers, but I want to invite more. For adding ...
0
votes
0answers
15 views

FBX model load. Calculates the coordinates of the model, but the model itself is not drawn [closed]

There is a problem! Calculates the coordinates of the model, but the model itself is not drawn. Header and cpp code with the capability to load and rendering model. ...
0
votes
0answers
7 views

OOP Design Player and AI Controlled Unit. dynamic_cast? [migrated]

Lets say I have a Actor, which can be any placeable object on my Level. I also have Unit which which is a child class of Actor. A Unit can be either a player or a AI controlled hero. And Unit also ...
-1
votes
0answers
52 views

Game development outside C++ [closed]

I have been a Linux user for quite some time and I have noted that, outside the Windows ecosystem, C++ and even OO programming are considered very bad things. (There are many pages on sites like cat-v ...
0
votes
0answers
17 views

VBO Normal and UV dis-placement [closed]

I am having some problems with my Voxel-World. The Normals and UV coordinates are dis-placed. I use raycasting to make me able to modify the world. Each time I modify a block. It changes the texture ...
0
votes
1answer
60 views

C++ OpenGL / SDL2 VBO — Depth problem / Transparency

I got a problem with my VBO. When having textures. The far blocks overlay the near ones. I tried editing the alpha, depth buffer, the VBO byte allocation. Nothing works for me... The FAR plane is ...
0
votes
0answers
31 views

How to run C++ functions from other files [duplicate]

I want to set up my game engine I'm making to essentially load C++ code from another file, and to load initialization variables from those files also. I was thinking a system that has files that store ...
0
votes
0answers
44 views

How does character creation work in 2D games? [duplicate]

My question is how does character creation work in (multiplayer) 2D game? For example player wants to have long yellow hair, black armor and white leggings. What should I do? Already have all ...
1
vote
1answer
61 views

How to implement camera pan like in Maya?

I am trying to implement camera pan like the one in Maya. I've got it almost working. The problem is that the mouse cursor is moving faster than the 3d mesh (in fact I am moving the camera but I ...
1
vote
1answer
60 views

Geometry Shader only creates one primitive

I am currently trying to use the geometry shader. My input is a set of points, for which multiple triangle should be created This is the geometry shader #version 330 layout(points) in; ...
1
vote
0answers
65 views

implementing shadows into my 2D GLSL-based lighting system

I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
0
votes
1answer
33 views

post on Facebook from cocos2d-x on windows phone

Is it possible to share/post on Facebook from cocos2d-x on windows phone. Is there any example/tutorial available.
0
votes
1answer
75 views

Surface creation algorithm using points cloud

I am looking for a realtime algorithm to create a 2D mesh using points. But I am quite confused. It seems that Delaunay triangulation can help me create mesh using point clouds, but Meta-balls seems ...
2
votes
1answer
97 views

Emscripten code and three.js

I would like, if it's possible, to use Emscripten code generated from C/C++ with the Javascript library three.js. For example, from emscripten code I want to pass rendering information to the three.js ...
1
vote
2answers
95 views

What torque should I apply in Bullet to maintain a vertical orientation?

I have a RigidBody in Bullet. Each frame, I want to apply torque to correct its orientation toward an upright position (i.e. near-zero pitch and roll). I know its angular velocity and orientation. ...
0
votes
1answer
42 views

What's the most efficient way to deal with in-game messages in Allegro 5?

I have a little 2D game made with Allegro, and I want to introduce strings during gameplay. For example, I've just made it so a key is needed to open a door, so I'd need some tutorial text to appear ...
1
vote
1answer
73 views

Henry Hatsworth kind of blocks minigame, std::vector sorting or alternative?

I'm not sure if this is the right place to post this, or if I'm doing it right. But I believe I've kept to the rules. If not, please let me know and I'll remove my post or edit it accordingly. I'm ...
0
votes
0answers
97 views

Procedural Tilemap generation

So i'm building a 2d game but i have never really done any procedural generation i followed the SFML tutorial for tilemaps and i have the maps loading what i know want to know is how can i convert the ...
0
votes
1answer
26 views

Mesa: Howto enable OpenGL 3.x functionality via extensions?

How can I enable OpenGL 3.x functionality via extensions? I'm new to OpenGL development under Linux. Currently I have #define GL_GLEXT_PROTOTYPES #include <GL/osmesa.h> #include ...
0
votes
2answers
40 views

Suggestions on audio layer and entity system

i need some suggestions on the following, i have a basic entity system in place, i need now to put some audio in the game, i would like to make a "Database" like kind of class, that would watch over ...
0
votes
2answers
141 views

UDP Netcode Architecture for Fighting Game

I am programming a fighting game that uses a UDP client/server architecture for multiplayer. The server can handle multiple clients, two of which (or one being the server) are playing and the rest are ...
0
votes
1answer
91 views

How to prevent a circular dependency between an entity and its state? [closed]

I've read this question, and I think it has some good answers and discussion, but it appears to focus primarily on rendering. I have a different problem in the management of a game entity's state. ...
0
votes
1answer
50 views

Looking for a full featured C/C++ UV Mesh Unwrapper [closed]

My first question! Is there an open source C++/C piece of code easy to integrate to solve the UV Unwrapping of arbitrary meshes out there ? I would like to use it to build a light mapper or similar ...
0
votes
1answer
115 views

3D picking for mouse move event

I implemented color picking recently and I would like to use it as kind of highlight when mouse is over an object but I am concerned about performance. Color picking requires whole frame to be drawn, ...
0
votes
2answers
77 views

Switching a project written in Lua to a compiled language [closed]

I am experimenting with game development in Lua using the Love2D framework, and while it works fine, I am getting tired of using a dynamic scripting language. I would like to have better performance, ...
2
votes
0answers
76 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
1
vote
1answer
103 views

Using unordered_multimap as entity and component storage

The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my ...
4
votes
2answers
311 views

Can I use an AI engine written in C++ in my Unity game? If yes, how can I do this?

I am studying some chess and others AI algorithms and the majority of these implementations are made in C and C++, my question is, if I make a chess board and all the graphic thing in Unity, can I ...
2
votes
1answer
112 views

Rearranging array for memory efficiency

This is a question about a passage from this article: I suggest having every game object exist within a single giant array. This keeps game objects together in memory, and even though deletion ...
0
votes
0answers
87 views

CocoStudio + cocos2dx 3.2 correct way to import animation?

After many frustrating hours I came to the conclusion that there is no valid way to implement a cocostudio animation, as CCArmature is deprecated and didnt work for me anyway. CocoStudio.h and ...
2
votes
3answers
267 views

“CVar system” - are CVar always looked up or cached?

Many famous game such as Quake or Half-Life use CVars to allow easy and flexible game parameter manipulations. You can simply open up the console and write something like sv_cheats 1 to enable ...