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

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2answers
122 views

Movement in gameloop

I wonder what the best way is to move the player. Is it best to always check for movement like I do in the first example of is it better to only access the movement function via the input function ...
2
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2answers
152 views

Proper Text-RPG Monster Generator [closed]

I'm making a text-based RPG in C++ just for fun, and in a way that I can keep adding to it and hopefully give it graphics one day, and I've got a lot of code for everything. My only problem is that I ...
0
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0answers
141 views

Problems with First Person Camera in C++ OpenGL

I'm building a first person camera for my application but I'm having a couple of problems relating to moving the camera. In general, I have 2 vectors, one for the camera's position and one for the ...
1
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1answer
190 views

Simulation of ball movement in a 3d landscape. The easiest way?

I have a landscape(generated via Perlin noise) and a ball. I want the ball to move along the geodesic(implementation of basic physics: gravitation, friction). I thought to do raycast around the ball ...
2
votes
1answer
149 views

Creating polygons with separate outline/fill colors in OpenGL

Subject I am creating a terrain map with triangle strips and I would like to make the bodies of the triangles black, but have their outlines be colored. Problem The solution appears to be to draw ...
0
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0answers
43 views

How can I create a collision like the ball and peg in Peggle?

I'm making a game which requires the same type of collision as Peggle. I know of the 3 main types (elastic, inelastic and perfectly inelastic) but those result in both objects moving after the ...
0
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1answer
49 views

How to figure out if I'm on the right path [closed]

I'm a software developer from Israel, I've been programming professionally since 2011, my first job was in HP software and lasted 2 years after which I decided that I want to pursue my dream in ...
0
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1answer
64 views

How to load in meshes efficiently into DirectX11

I wanted to know if there was a standard and efficient method to load meshes from a file into DirectX11. Currently, I'm loading .obj's by parsing them in and storing their information into a vertex ...
2
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2answers
165 views

How can I set up an intuitive perspective projection/view matrix combination in OpenGL, using GLM?

Could anyone help me set up an intuitive perspective camera matrix using OpenGL and the GLM library? By "intuitive" I mean that I want the camera to be looking at the middle of the screen down the -Z ...
1
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0answers
110 views

Directx 11 full screen

I build simple directx 11 application in c++ that draw square to screen. Also check in the end of the program when I close the last peace of directx the number of free reference. This work great in ...
0
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1answer
105 views

OpenGL Slow Rendering Procedures . glDrawArrays

Hello i would like to present my problem here. At the moment i have a scene with about 250 trees , 100 ferns , a player model and a custom generated terrain (from height map). For the past few days i ...
2
votes
1answer
153 views

Character states in component based entity system

I'm working on a Zelda-like game (github), and I made a component-based entity system. I've a Scene class which holds a std::vector of SceneObject. SceneObject is a collection of components Scene ...
2
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1answer
63 views

Since D3DX utility library is deprecated, what can I do about this legacy code?

D3DX Structures utility library is deprecated for Windows 8 and its not supported for Windows Store apps. So my question is, Does anyone know what to replace this legacy code with.. ...
5
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2answers
223 views

Should a game clean up after itself when exiting? [closed]

Should a game/engine clean up after itself(close windows, shut down renderers, close files, free memory) when its closed? The OS should do that anyway, and usually in a faster way. I guess most ...
0
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0answers
85 views

SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz

As the topic title says. System is Windows 7 64bit. C++. I am not sure why this happens. The refresh rate in the window is 56 hz (calculated in the application from SDL_GetTicks) instead of the ...
1
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1answer
113 views

Stepping through 3D noise to generate a cubemap for a sphere

This is somewhat related to a previous question I asked How to create a seamless cubemap noise texture? I have managed to successfully step through a 3D noise function to create a cubemap texture ...
0
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1answer
79 views

Is it better to make a cpp and hpp file for every new object or is it better to make one parent class and define types in there? [closed]

Let's say we make a game. The game has items, enemies, allies, etc and there are multiple of them, like zombies and robots as enemies. Do you think it would be better to make one parent class called ...
0
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1answer
86 views

SFML drawing Tiles low fps

int main() { sf::RenderWindow window(sf::VideoMode(800, 800), "SFML works!"); sf::VertexArray Tquad(sf::Quads, 40*40*4); int size{ 20 }; int width{ 40 }; for (int x = 0; x < width; x++) { for ...
0
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0answers
43 views

Directx 9 Obj Model

There's is a error with my obj load/render that I can't solve I'm a newbie in directx 9, I'm trying to do this in the best way The model is not displayed properly, do not know if this correct model ...
0
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1answer
68 views

2d Collision detection response equation doesn't work

I am currently doing some game engine programming as a hobby. I have been working on getting the collision detection working for a while now, and I'm at my wits end with it. I started with this ...
0
votes
1answer
48 views

Why is each column being shifted down the X value of the column in my 2D Data Structure?

I have a two 2-dimensional arrays. One of which stores characters from a text file, and the other stores pointers to instances of Blocks. For some reason, in either of the arrays (I'm not sure which), ...
0
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0answers
73 views

server/client architecture, how to combine physics data, scene graph and database over the network?

I'm writting a C++ server and a C++ client for a rpg game. The client is using OpenSceneGraph for rendering the 3D. RakNet is used for communication between the client and server. At this time, the ...
0
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3answers
97 views

2D Box Collision Trouble

Hello I am trying to handle some simple box collision (axis-aligned) in my top-down 2d game, but running into a problem. My game is running at a fixed time step, and checks for player-wall collision ...
0
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0answers
15 views

Box2d c++ can't see b2PolygonShape

i try to follow this tutorial and convert it to c++ http://www.emanueleferonato.com/2009/04/06/two-ways-to-make-box2d-cars/ the second part of the tutorial Now im facing very strange Behaviorno ...
0
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1answer
63 views

SDL2: Unable to get center of screen when drawing more than one texture?

so I've been trying for the last four hours to get this to work and although I can get to the center of the screen when printing one texture using: ...
1
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2answers
72 views

Updating children nodes in a game engine

I am writing my own small game engine (thin layer based on SDL2) in C++. My base class is Node (contains information on an entity's position, scale, rotation, etc.), And I've got two special ...
6
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1answer
266 views

C++ exensible resource manager class with dynamic registration of factories

I've done some some research on my own, so I hope someone can help me finish it. I'm trying to replicate the design of an extensible asset manager featured in this answer. At the moment I have ...
1
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1answer
193 views

Entity component system, Communication between components [duplicate]

I am trying to implement ECS for my simple 2D game. I would like to ask a question about how components should communicate between themselves and with entity. I tried to implement few components, ...
0
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1answer
81 views

Input Assembler - Vertex Shader linkage error

I'm new to HLSL and have been struggling with this problem for a while and I can't figure it out. I'm getting the below error a number of times in the debug window: D3D11 ERROR: ...
0
votes
1answer
36 views

SDL2 LogInfo not outputting with different category?

So this is probably really simple but I just cannot see it. I've made my own log class using the SDL_Log functions to output to the console. Only thing is, is that it only outputs using one category ...
0
votes
1answer
32 views

FindNextValidTechnique fails

My effect file compiles successfully, but FindNextValidTechnique fails. Technique part of the shader: technique Diffuse { pass Pass0 { VertexShader = compile vs_2_0 ...
0
votes
1answer
54 views

Button image on game menu is updating too slow

I'm using SDL2 and i'm facing a problem with my game menu buttons. Every time i detect that the mouse pointer is over a button of the menu i update the image of the button (from MOUSE_OUT to ...
0
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1answer
87 views

Orthographic viewport zooming

I'm a bit new in opengl so please bear with me. I have a viewport window like this I have implemented zoom in/out features using the arrow keys. The problem is it zooms in and out with the whole ...
0
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1answer
134 views

Parsing Blender exported collada file in c++

Since I could not find any libraries that can help me parse collada files in my c++/opengl project, I decided to write my own. (I did find assimp, but binaries for Visual Studio 2013 were't available, ...
0
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1answer
141 views

Missing Visual Studio 2013 Templates [closed]

Visual Studio 2013 is missing the installed templates related to graphics, SPECIFICALLY the fbx scene template.. Why is this so? And where do I get them ?
0
votes
1answer
32 views

Making a ordered list iterator [closed]

Noob here, I am trying to display a list of a vector with ascending numbers. To display the list I iterate through the following code. cout << "\nYour games list is: \n"; for (iter = ...
0
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1answer
99 views

Sorting sprite's layers in isometric view

I'm making a strategy game with isometric view and I'm having some problems with deciding which sprite should be drawn first (I'm using SFML 2.2 as graphic library). I'm using std::sort to sort ...
0
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0answers
48 views

How to implement Lua thread for Sleep function

I am running into a problem in my game engine right now. I want to be able to call Sleep(number_of_seconds) from .lua file (1 only) and halt the execution of the lua file, WHILE the game is running ...
-1
votes
1answer
107 views

Should I use octree or quadtree for my spacial data structures? [closed]

I would like to know the advantages and disadvantages of using octree or quadtree for spacial data structures? In a 3d gaming setting would you ever need more than 4 children nodes? Does it take ...
0
votes
2answers
141 views

Moving one object from one point to another with acceleration

How would someone implement moving an object from one point in 2D space to another using these formulae to update objects: m_position.setX/Y( m_position.X/Y() + m_velocity.X/Y() * dt + 0.5 * m_acc * ...
1
vote
1answer
141 views

C++ Frogger game - Logs on Water bounding boxes?

I am making a Frogger game in C++ using SFML but have come across a problem. I have a block of water and log rectangles moving over it (All sprites) and would like the Frog sprite to do something when ...
0
votes
1answer
51 views

Extra sprite spawning when the enemies are redrawn SFML

I am making a game in sfml and at the moment when all of the enemies die. They are set to respawn however when this is happening they are respawning with one extra sprite than before. The code for ...
1
vote
1answer
144 views

OpenGL VBO and VAO Confusion

I would like to present here my Question about VBOs and VAOs. Basically from what i understand you can have different VAOs each of which can contain up to several VBOs , and by binding to the VAO's ID ...
0
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2answers
48 views

How can I get the “SelfActor” in OnBeginActorOverlap?

The signature it takes is void ( AActor* OtherActor ) However, The actor that is handling this event is not involved in the overlap. How can I access the actor that owns this delegate? Assuming I ...
0
votes
1answer
59 views

Why aren't all public methods BlueprintCallable by default?

Considering the entire point of public/protected/private encapsulation is to abstract the class so it's easy to use, why does the programmer also have to decide if a method is callable from ...
0
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0answers
41 views

change position/orientation of a bone using assimp

I have been using assimp to import rigged models and animations. I followed this tutorial for skeletal animation and I have got it done properly. The part that I am trying to do now is to orient a ...
2
votes
1answer
79 views

Rotating a 3rd person camera toward a target

I have a 3rd person camera that doesn't look directly at the player but somewhere in front of him. When the user enter shooting mode, I want the camera to turn around the player to face the target. ...
0
votes
1answer
197 views

JNI multidimensional array as return value

I have some C++ code that I wrote to generate voxel terrain and would like to access it in JAVA. you pass it three integers; the seed and the coordinates of the chunk that it is generating ...
0
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2answers
45 views

How should data about past interactions be stored?

I have been developing a text-based rpg in C++, using sqlite as my database. When it comes to interactions that change the world around the player in some permanent fashion I have been unable to find ...
1
vote
1answer
161 views

Best way to handle movement input?

I'm currently developing a RPG movement system in c++, and tried to use the State Pattern/State machine for this, but AFAIK I would have to check each movement key in every state.(right?) Is there a ...