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0
votes
0answers
94 views

Separating Axis Theorem Issue

I am trying to create a 2d top down shooter using DirectX 11 (Windows 8 Store) and I am trying to implement OOBB collision using the Separating Axis Theorem. However I appear to have run into an ...
0
votes
1answer
72 views

Why does my SDL code crash when I move the mouse over the window?

Whenever I move my mouse below where the image renders in my game, the SDL window crashes and closes down. I have narrowed the crash down to the bit of code where I check to see if the Escape key ...
4
votes
2answers
263 views

a flexible data structure for geometries

What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all ...
2
votes
2answers
329 views

std::map for storing static const Objects

I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they ...
5
votes
4answers
552 views

Creating a voxel world with 3D arrays using threads

I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region ...
0
votes
1answer
566 views

How to use C++11 chrono header for a clock

In first, sorry for my bad english. :) I'm making a game using SFML and C++11 new features, but I've got a problem with my custom Clock class (made to replace the SFML one). When I get the elapsed ...
4
votes
1answer
394 views

C++ SFML Box2D - Somewhat confused when it comes to syncing phyisical body with a render body

While testing Box2D with SFML I encountered something which confuses me: The relation between physical body centroids and SFML's sprite origin. As an example I have a test class GameObject which is ...
1
vote
1answer
104 views

Understanding VAOs and adding different arrays to VAOs

I'm really confused on what you do. I can do them, however I got this problem. Say you have several squares, say 1,000 squares. Now I can make a VAO for each 1,000 squares and then do some for loop to ...
6
votes
2answers
302 views

How can a resource manager have dynamic loading/unloading without creating dangling pointers?

I have a resource manager that manages the lifetime of resources in memory. A "resource" is something like a texture, mesh, et cetera. I also have an entity class that, the base class for things in my ...
2
votes
1answer
480 views

How to handle a Tile Map Scrolling [duplicate]

i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, ...
13
votes
2answers
2k views

Using C++11 for cross-platform Game Engine Development

Note: This is not a 'give your opinion' question about C++03 and C++11. Our game engine, written in C++03, is designed to be compiled on Windows, OSX and iOS. Linux support is planned for the (very) ...
-2
votes
4answers
1k views

How to check if a variable is an integer? [closed]

I'm going through my C++ book and have currently made a working Guess The Number game. The game generates a random number based on current time, has the user input their guess, and then tells them ...
1
vote
1answer
326 views

does glBindAttribLocation silently ignore names not found in a shader?

Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While ...
-1
votes
1answer
173 views

Server fixed timestep not running at 30Hz but way way too fast [closed]

I'm trying to make my game's server thread run at a fixed 30Hz but can't figure out how. Basically, before I just had a stupid while(1) { //do everything as fast as you can} which means that for my ...
-1
votes
1answer
121 views

How To Buffer Many Vertex, Geometry, and Pixel Shaders

What is the best way to buffer Vertex Shaders, Pixel Shaders, etc into the Device/Device Context without having to reload them from the filesystem every time? ID3D11Device::CreateVertexShader ...
2
votes
1answer
1k views

DirectX / Instance Buffer - How To Use Instance Buffers To Enable Reuse of VertexBuffer Data?

I created a simple Model framework in C++ 11 so that the same model can be rendered in different parts of a scene. What I am trying to figure out is how to reference VertexBuffer data already "set" ...
-3
votes
2answers
346 views

Is C++ here to stay for at least a decade more? [closed]

C++\DX\openGL is the best bet for creating video games and game engines. Will in future, C++ would mantain its spot as the industry standard?
2
votes
1answer
589 views

using std::chrono::steady_clock for timing

I was wondering if it would be a good idea to use the steady_clock class (in the C++ std libraries) for game timing. What are the pros/cons of using it as opposed to using a game library's timing ...
2
votes
5answers
695 views

Attach simple, portable 2D graphics for a c++ game

I have a game written in C++ (using STL and c++11 extensively). I would like to do the following things: Attach graphics to this game -> Think chessboard of some kind. I just need some pictures ...
9
votes
1answer
550 views

Do any of the current gen console or handheld compilers support C++11?

I am not asking for full support but do any of the current gen support C++11? I know VS C++ supports lambda and the auto keyword and I believe gcc supports both as well. Do any of the current gen ...