C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.
1
vote
1answer
146 views
Swarm/crowd movement with box2d?
Apart from using b2Body::setTransform(), are there other ways to move a body around while keeping its dynamics ?
I want to move several bodies at the same time into one direction, pretty much like ...
-6
votes
1answer
70 views
Android Game an [closed]
I want to develop an android game (3D/2D).. and I don't have any knowledge about android app development. So can you suggest some helpful and understandable resources like video tutorials or head ...
-1
votes
1answer
84 views
GameTimer too fast, Objects staying intersected and rand not returning value inbetweem min and max [closed]
So I'm developing a game called PongBreakout in c++ using a game engine i got from uni (when i was there..)
I've got a few problems with my game that i'm struggling to fix and need some help to figure ...
3
votes
2answers
3k views
How to handle a Block World like Minecraft
I want to write a simple game with a block world like in Minecraft. My theoretical question is what is the best way to handle this block informations during playing. My first Idea was a huge array but ...
-2
votes
1answer
116 views
How to check if a numerical value is equal to a whole number in c++? [closed]
So been working on this mathematical algorithm of checking if a numerical value is equal to a whole number 1,2,3,4,5 not a non-whole number 1.5,2.3,4.6.
I researched around and found out that one way ...
1
vote
0answers
125 views
Game editor architecture
I'm looking in to developing a game editor - essentially a level editor for my game but a little more advanced i.e edit menus and loading screens and what not.
So far, I have come up with a ...
1
vote
1answer
207 views
How can auto-click software be detected to stop botting/cheating?
I have to completely change my question, because it was far too general. I now want to focus on how I can detect one type of cheating method.
How can auto-clicking be detected? In general, I am ...
1
vote
1answer
286 views
Negamax implementation doesn't appear to work with tic-tac-toe [closed]
I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning.
However, it seems to favor a losing move, which should be an invalid result.
The game is Tic-Tac-Toe, ...
0
votes
2answers
75 views
Translate camera position toward camera orientation
I have a camera position (Vec3) and camera horizontal/vertical angle. Now I want to translate my camera position toward the current camera orientation - what is the best way to do that? I am sure it's ...
-1
votes
1answer
187 views
I want to start making 2D Games with C++ or #C [closed]
I know C++ pretty well, I think - polymorphism, vectors, templates, and more.
I also know C#.
I want to program a 2D game, but not like those programs where you click a button or two, and you ...
0
votes
1answer
373 views
Creating a simple 2d engine (C++), best way to create an Sprite class?
Since MS announced that they are not give more support to XNA , for me was an opportunity to start to learn DirectX , so i wanted to learn DX11,
i was following this tutorials
...
0
votes
1answer
157 views
C++ formatted serialization [closed]
I've decided it's time to implement serialization in my simple engine but this has caused me many headaches for the past couple of days/weeks. My engine uses an entity/component based approach similar ...
3
votes
2answers
775 views
How to fix issue with my 3D first person camera? [closed]
My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the ...
3
votes
3answers
285 views
The ship “shudders” in scrolling Asteroids
In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the ...
4
votes
2answers
215 views
Geometry shader worldviewprojection
I'm writing a simple geometry shader to create 3D "primitives" in place of a single point. I am performing all of the world-view-projection conversions within the geometry shader after creating the ...
0
votes
0answers
256 views
How to do collision detection in 3D using bounding boxes?
I am using c++ in visual studio 2010 with opengl. I am trying to make a programme that has 2 boxes that are able to be stacked on top of each other but I am having some trouble with the collision ...
34
votes
10answers
13k views
Is Java viable for serious game development?
Ever since I was a little kid, my dream has been to develop games. Well, now that I am older, more mature, and have some programming experience, I would like to start. However, I would like to turn ...
0
votes
1answer
248 views
What is the best Broadphase Interface for moving spheres?
As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main.
I have well over 3000 btSphereShape ...
-1
votes
2answers
96 views
lemniscate of Bernoulli [closed]
I am trying to learn and teach myself openGL and I wanted to draw a figure 8 in a 3D setting but I'm having a problem. Please forgive me, I am very new at this but I'll attempt to explain what I have ...
-1
votes
2answers
197 views
Looking to create a game with a small indie team, where to start? [closed]
A group of friends and I would like to start developing a small indie game for fun. It's something to do over a period of time as a hobby. We're in school, so it's not like we can go to a college or ...
0
votes
1answer
123 views
How do I create a camera for a strategy game?
How do I make a camera for a strategy game? Think something in the style of Warcraft 3, so you can lower the camera angel and view the world in a somewhat 3D format. Do I need to have some coordinate ...
3
votes
1answer
144 views
When do I use VBO?
My drawing code currently draws by calling glVertex3f(x, y, z) for each of my object's vertexes, and I've been suggested to use VBO as it'd enhance the performance of my drawing code.
After checking ...
-1
votes
1answer
150 views
Camera not working
I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want.
However, if I ...
0
votes
0answers
249 views
Loading and displaying a BMP file C++/Opengl
When I run the following code, it just shows a plain color, like Pink or Orange. The picture which I'm trying to load is a 24-bit BMP which should work 100%. (Size 256x256)
BmpLoader.h
#ifndef ...
0
votes
1answer
111 views
Exit() redefinition while using Opengl
I am using Visual C++ 2010 and I get the following errors:
1>d:\visual c++\vc\include\stdlib.h(353): error C2381: 'exit' : redefinition; __declspec(noreturn) differs
...
3
votes
1answer
95 views
Scaling and rotating texture onto another texture by raw buffer data
I've been messing with C++ AMP and OGRE in attempt to make writing to/altering textures to my liking easier on my behalf. In this I've been trying to draw a texture onto my "dynamic" texture with ...
3
votes
1answer
187 views
Fluid Particle Grid
So recently I have been looking at some fluid simulation techniques, specifically Smoothed Particle Hydrodynamics. One of the key components is a grid to avoid O(n^2) searches. I have been having some ...
2
votes
2answers
216 views
Implementing multithreaded loading screens
Ok, I have fairly little multi-threading experience, but i have done a similar thing before without issue...but this has me stumped.
This is in C++, Directx9 Visual Studio...
My game basically runs ...
3
votes
3answers
192 views
What's the appropriate way to define configuration settings of game objects for a proper code accessed via C++?
I defined a lot of configuration and settings of certain types of enemy characters inside header via #define similar to the following.
// --- RULES ---
#define MAX_INC_ATTACK_POINT 50
#define ...
4
votes
2answers
191 views
Defining an OpenGL unit
I have read that you can define your OpenGL unit by using glViewport.
As far as I understood if you use something like glViewport(0,0,600,600) then 1 OpenGL unit = 600 pixels. Now my problem is what ...
-1
votes
1answer
76 views
My ClanLib based Keyboard Manager not working [closed]
I created a simple Keyboard manager to detect whether buttons are currently pressed, or if where pressed in that frame. It seems like it should work, yet it seems to not read anything. Here is my ...
1
vote
1answer
233 views
Obj Blender Export Recommendation for OpenGL C++
I have been modelling some objects inside blender, like a light bulb.
I finished the light bulb, and I got a question at the time of export it.
I want to export the light bulb in the wavefront format ...
33
votes
9answers
12k views
Why don't C++ Game Developers use the boost library? [closed]
So if you spend any time viewing / answering questions over on Stack Overflow under the C++ tag, you will quickly notice that just about everybody uses the boost library; some would even say that if ...
4
votes
5answers
1k views
Rotating vector3 by a quaternion
I am attempting to rotate a vector3 by a given quaternion.
I know that this is true
v' = q * v * (q^-1)
I know that q^(-1) is the inverse which just -q/magnitude(q), but how do I map the ...
2
votes
1answer
114 views
Creating Input layouts for different vertex types
I'm still in the planning phase for a hobby abstract renderer, and i'm wondering how i should handle multiple vertex types and different shader inputs. (This is my first graphics project, so cut me ...
3
votes
1answer
118 views
Camera Math for Directions
I have a Camera object that has the variables:
class Camera : Object
{
public:
float positionX, positionY, positionZ;
float directionX, directionY, directionZ;
int speed;
...
2
votes
1answer
113 views
Collision Resolution: How to avoid Interpenetration/Tunneling Caused by Prior Collision Handling? [duplicate]
My game processes world collisions followed by entity collisions. The problem here is that entities can break through walls the next frame when world checks are run again as a result of the prior ...
0
votes
1answer
174 views
Importing Fbx files
I need to import a complex fbx model into C++.
By complex I mean that it has a lot of vertices,cameras and so on.As far as I saw this is done using the ViewScene sample.I want to take that sample and ...
0
votes
0answers
43 views
Masking a CCLayer
I have a CCLayer (itemLayer) that has a bunch of CCMenuItemImage (itemButton) objects in it placed vertically in a column. These itemButton objects go way past the bounds of the screen and the ...
0
votes
0answers
166 views
How can I render multiple windows with DirectX 9 in C++?
I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this:
#include ...
2
votes
1answer
178 views
Get intersected volume of two planes in 3D
I'm working on AABB - AABB collision response and I'm having trouble figuring one part out. My situation is as follows (see image).
I have a player AABB (blue) and an object which collides (brown). ...
1
vote
2answers
252 views
AABB-AABB sliding collision response
I have many objects with AABBs and a player surrounded in an AABB. If I represent my player with a point everything works smooth with detection and wall sliding as a response (for example what wall ...
1
vote
1answer
62 views
How to remove a node from a scene imported with Assimp?
I need to remove one object from the scene graph imported by Assimp and I can't. I've tried to change aiScene.h including a method called DelNode and I can“t. How can I do it - is it possible?
3
votes
1answer
399 views
creating a UI menu in c++
Im currently working on a 2D Game where the users can interact with specific nodes and are able to edit certain bits of information and I also plan for the users to be able to click buttons to set ...
2
votes
0answers
61 views
sdl: unlock mouse in fullscreen mode and make it useable on another monitor
Is it possible to unlock the mouse in fullscreen mode so that you can use it on a another monitor?
I read trough the SDL documentation, but I couldn't find anything related to my problem.
4
votes
2answers
292 views
C++/OpenGL Game - How to Make it Compatible with Screen Recorders?
I'm developing a 3D tower defense-like game in C++/OpenGL on Windows.
The problem I'm having isn't about the game itself (the game runs fine), but it's about using screen recording software to record ...
3
votes
2answers
607 views
Rendering performance in FlasCC + UDK when compared to Stage3d and UDK on Windows?
Adobe recently released the Flash C++ Compiler, which UDK uses to target Flash Player.
Developers can now access UDK for browser applications. Does this mean greater performance than using a Stage3D ...
1
vote
0answers
57 views
IwGame (Marmalade): Does CIwGameSprite support SVG? How?
I have a small question about Marmalade IwGame engine.
Does the CIwGameSprite support SVG (I've read that yes it does)
If it does support SVG, how does it handle it,
Does it convert that Vector ...
1
vote
0answers
93 views
Sketchy results from ray-plane intersection code
I've set up a demo with simple first-person controls using C++ and OpenGL, and it seems to work reasonably well. My goal is this: when the player looks at a plane and clicks the left mouse button, ...
2
votes
1answer
623 views
DX11 StreamOut to Vertex Buffer from GeometryShader, can't clear Buffer?
I'm trying to use a geometry shader to continuously modify the positions of vertices, and save the modfied verts in a buffer.
I have two vertex buffers, one is bound to the IA stage / the vertex ...


