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

learn more… | top users | synonyms

0
votes
0answers
39 views

Model / Mesh Constructing OBB

Recently I started to implement simple bounding volumes in my Engine. So far I have implemented a Sphere and AABB, also I implemented simple ray-intersection methods for those two volumes. But I am ...
4
votes
2answers
162 views

How do I separate physics from framerate?

Skyrim (Creation Engine / Gamebryo) is a prime example of a game that has its physics tied to the framerate for which it has been heavily criticized, because if you disable vsync / have a > 60 HZ ...
1
vote
1answer
48 views

SFML Library Not Rendering Sprite Texture Updates When Accessing Sprite From Lower In Framework Heirarchy

So currently I am working on a framework for a game utilising the SFML graphics library and in one of the classes representing a renderable object in the framework there is an sf::Sprite that is used ...
0
votes
0answers
37 views

Tessellation won't render

I am starting to work with tessellation and have some problems right in the beginning. I try to render a quad made of two triangles with tessellation, but nothing appears on the screen. But as soon as ...
-2
votes
1answer
109 views

Porting SDL OpenGL Game to Android and IOS

I am currently learning OpenGL (3.0+) with C++. I am using SDL for input handling, window creation, etc., GLEW to use OpenGL and call OpenGL Functions, and GLM for OpenGL Math stuff. If I fully ...
0
votes
1answer
48 views

Transformation problems with hardware instancing in DirectX 11

I'm getting some wonky geometry in my application when trying to use instancing. I'm not sure if I'm doing the mapping of my per instance data wrong. This is how my mapping looks like: XMMATRIX scale ...
0
votes
2answers
113 views

C++ Saving and Loading From Text File

In my C++ program I am trying to develop a simple saving and loading function for my game. I can easily get the save function on it, but the loading part of it really stumps me. What I need is to ...
0
votes
0answers
63 views

Using a Unity RenderTexture in a native plugin (4.6.1)

I am trying to create a RenderTexture in unity, but I want to update it using a plugin. I am doing this on Windows 7 Pro 64bit and I wrote the plugin using VS2010 professional. Here is the code in ...
0
votes
0answers
49 views

Run Simple HLSL Pixel Shader with DirectX 9

I'm trying to run HLSL Pixel Shaders with DirectX 9 where I feed a texture in, run the HLSL code and copy the resulting texture back from memory. I think I'm getting pretty close, although a LOT of ...
0
votes
1answer
53 views

Will DirectCompute run this HLSL code

I found a sample about how to run a HLSL code with DirectCompute. https://code.msdn.microsoft.com/windowsdesktop/DirectCompute-Basic-Win32-7d5a7408 This is the HLSL script I want to run ...
1
vote
1answer
75 views

Screen tearing in emulator

I'm trying to make a game boy emulator, and I'm using Windows for the graphics (StretchDIBits). I'm getting screen tearing like this. I tried enabling vsync in graphic settings but nothing changed. ...
1
vote
2answers
179 views

How to render tile maps in modern opengl?

I'm trying to use SDL2 and Modern OpenGL to make a 2D rpg. The problem is, I have no idea how to render a tile map. I'm using the Tiled map editor to create maps. I have a vague idea of how to parse ...
14
votes
4answers
9k views

Starting out with OpenGL when most tutorials are out of date

I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again. ...
0
votes
1answer
7 views

Is GetFixtureA() of b2Contact guaranteed to return the body on which GetContactList() was called?

For example, in the code below, will the assert ever fail? for (const b2ContactEdge *contactEdge = playerPhysicsBody->GetContactList(); contactEdge; contactEdge = contactEdge->next) { ...
5
votes
2answers
4k views

Is DXUT deprecated?

I'm starting on a new project and was thinking of using DXUT. On the Microsoft site though, this page says the content has moved to this page. And on that second page, which is an overview of ...
19
votes
4answers
7k views

How much assembly is really used in modern game code? [closed]

On average, how often is assembly used in modern game code? Specifically on platforms that already have good C++ compilers, like x86, PPC, or ARM--because I assume games on embedded systems make ...
-1
votes
1answer
47 views

Applying velocity to objects in a specified direction

How to apply velocity to a particular direction? Data which I have: object position (P1) destination (P2)
0
votes
1answer
88 views

OpenGL texture seams

I'm atempting to make a game using OpenGL. So far I have loaded an .obj model, and I have generated a terrain as well as a very simple UI. My issue is that it 'seams' (tihi : P) that there are some ...
1
vote
2answers
51 views

Runtime Error dealing with SDL_Events

I do not know if this is the best way to handle these SDL_Events, but I am attempting to create a very abstract and generic code that will update my Game Object. Basicly I have a Scene which in my ...
0
votes
1answer
77 views

Tile map collision C++, SFML

My problem with the collision here is more to do with how to decide which tile the player is in. Each quad of the map is 16 pixels squared (Vertex array), and the player moves in 1 pixel jumps. ...
0
votes
1answer
104 views

How can I implement a quaternion camera?

I am trying to implement a quaternion camera in OpenGL 3.3. I have so far used these tutorials below however I have a bug which I cannot work out how to fix. ...
1
vote
1answer
107 views

How can I manually syncronize render calls with a monitor's refresh rate in Direct3D 9?

I have an application that utilizes Direct3D 9 to render 3D graphics. I'm trying to manually control the number of frames rendered in a given second. Here is pseudocode: while( bInGame ) { // ...
1
vote
2answers
71 views

2D platform collision

I have went over and over in my head for the past month trying to get a simple platformer together. My problem is collision. So far from every tutorial I've found this tilemap based collision needs to ...
0
votes
0answers
31 views

How can I get float values using glReadPixels? [Android NDK es3.0]

c++ code: float* data = (float*)malloc(texWidth*texHeight*sizeof(float)); // or GLfloat float* result = (float*)malloc(texWidth*texHeight*sizeof(float)); // or GLfloat for (int i = 0; i < texWidth ...
0
votes
1answer
74 views

How to merge 2 textures into single SRV

I have 2 textures in 2 different ShaderResourceViews. What's the fastest/least expensive way to merge them into one? I would use CopySubresourceRegion but copying a texture is quite a bit expensive. ...
0
votes
1answer
63 views

GL_INVALID_OPERATION on glBindVertexArray Despite glGenVertexArrays()

so I've been trying to create a simpler way to draw polygons and and have come across the following issue: When I call glBindVertexArray(m_VAO); it throws a GL_INVALID_OPERATION even though I have ...
1
vote
1answer
56 views

ETC1 Support on android alpha problem (GLSL cocos2d-x)

I want to support etc1 in my game, but somehow it doesn't work (I'm using cocos2d-x C++ GLProgram* glp = new GLProgram(); glp->initWithVertexShaderFilename("testv.vsh", "test.fsh"); ...
0
votes
2answers
88 views

How to design parameters for events

I'm working on the event system for my engine, and have some trouble deciding what types of parameters my events should have to be both generic and specific at the same time. I want to be able to ...
-1
votes
1answer
77 views

C++ SFML and Box2D: Move world or move player?

I'm currently making a top-down shooter game and it's my first time developing with SFML. I came across and issue and I want to know if there is a better way to solve it. I need to get the "camera" ...
1
vote
1answer
92 views

Efficient container(s) for units in an 2D RTS game

As the title says, I'm toying around with developing a 2D space RTS game. All of my units are spaceships that basically just shoot at one another, but they have to do a variety of other things as ...
1
vote
1answer
44 views

Environment mapping - cube mapping using OpenGL

I'm trying to do cube mapping. Problem is that I'm getting this: This is what I get when I rotate it: But it should look like this Here is code for vertex shader varying vec2 tex_coord; void ...
0
votes
3answers
112 views

Grid Programming: Selecting a tile returns a negative coordinates

Let me explain what I am doing here. I created a class template named as PlayField where T is the type of the GridObject. I wrote this class using Cocos2dx. The point of this class is to make it easy ...
0
votes
1answer
110 views

What is the correct approach to implement multiplayer in a game? [duplicate]

I'm developing a game and it is intended to be a multiplayer game. I have experience in writing servers and clients in Java, but the game is written in C++. The server will be written in Java for ...
0
votes
3answers
140 views

Loading models with opengl

I'm developing a video game using OpenGL as graphic API and C++ programming language, and I'm creating all models with blender. One question I have is how you deal with models (vertices), I mean, ...
0
votes
0answers
50 views

How to achieve Anisotropic filtering x16?

I'm using directx and I've achieved x1 anisotropic filtering, however regardless of the maxanisotropy value I set, it's still only x1. If someone could help me figure it out i'd greatly appreciate it. ...
0
votes
0answers
38 views

Buffer resource as shader resource view

I am trying to build a shader that change the output color according to something that happen in my c++ code In my code I create a buffer with four element(each element containe four float - RGBA) ...
0
votes
1answer
76 views

Rescale pixel art scenery before rendering in SDL2

I looked at this page that mentions the SDL2_gfx library for rescaling SDL_Surfaces without the image getting blurry: SDL zooming/upscaling without images becoming blurry? I wanted to know if it was ...
1
vote
0answers
54 views

Handling animations in a Platformer

I'm developing a 2D platformer game using the Cocos2d-x Engine, i can load correctly the animations according in which action the player is(running, jumping, standing, etc). Now i'm trying to add the ...
1
vote
1answer
59 views

How to debug a GLSL shader? [duplicate]

I cannot find any tutorial in Google and Youtube. I have a C++ program that uses OpenGL ES 2.0 API to render something on the screen. How can I debug my shaders? Any step-by-step guide? What is the ...
2
votes
1answer
56 views

Transition between normal and slow motion

I have a game (C++) in which I want to transition between two speeds of motion. For illustration, the player raises their weapon to aim, and whilst this is in progress over a known duration, time ...
0
votes
1answer
64 views

How to put the “camera” inside a cube in OpenGL

I'm really new to OpenGL and can't seem to figure out how to put the "camera" inside the cube I've created so that I can move in an FPS-like style. I tried to use gluLookAt and gluPerspective but I'm ...
1
vote
1answer
42 views

Deterministically shuffling of array

I couldn't find an answer to this so I'm asking here, I've made a voxel engine and it's working reasonably well, except for a small detail: I have yet to figure out how to seed my simplex noise ...
1
vote
0answers
24 views

Forking vanilla Doom 3/id Tech 4 for proper sound timing [closed]

I've been enjoying Doom 3 modding lately. but one thing that's been rubbing me the wrong way was the way sounds played exclusively at regular intervals completely dissociated from the weapons' ...
4
votes
1answer
818 views

32 Bit colors difference

Im going through a tutorial to create a basic directx framework, and i've noticed that in there (and other tutorials, when i checked out) use DXGI_FORMAT_R32G32B32A32_FLOAT inside the input element ...
1
vote
2answers
250 views

How can I calculate the future position of my moving object?

I'm relatively new to games development and I have a 2D game where the playing area is an enclosed rectangle with width w and infinite height. In the playing area there is a ball. A gravity force of ...
0
votes
1answer
92 views

How to get `Label::createWithTTF` to support RTL languages such as arabic

Firstly, I'm using Cocos2d-x v3.6, Visual Studio 2013 uses(UTF-8 without signature option) and C++. When using Label::createWithTTF method to write Arabic text, It appear like the following. ...
1
vote
1answer
172 views

How to import Cocos2d-x in codeblocks ide?

Is it possible to import cocos2d-x in codeblocks just as in xcode ?? How can I do that ? I use ubuntu. It is not possible to use xcode in ubuntu. Cocos2dx is in c++. How can I use codeblocks for game ...
1
vote
1answer
77 views

Event-/Input system with SFML: Cannot move diagonally in 2D

I am a beginner in anything with game development. I written a small prototype in which i can move a square around with the arrow keys. For that i use SFML. At the moment i experiment around with my ...
0
votes
1answer
34 views

Cannot Get The Texture Showed Up Correctly glDrawElements

I still have this problem almost 1 month. Tried to search on Google but did not find any solution to this. I have loaded all the data correctly but don't know why the texture came up like this. Here ...
1
vote
1answer
71 views

Keyboard input vs character movement encapsulation

In our game created with c++ and sdl we are having difficulty delegating how the main character should be controlled. We have a keyboard class and a sprite class for the main character, but are ...