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

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5
votes
2answers
1k views

How can I associate a key_callback with a wrapper class instance?

I'm trying to wrap my GLFW3 calls into a single class: class WindowManager { private: GLFWwindow* window_; GLFWmonitor* monitor_; Keyboard* keyboard_; ... } And I'm trying to setup a ...
1
vote
1answer
51 views

HLSL 5.0 vector interpolation issues

I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value ...
2
votes
0answers
175 views

Lua Implementation

I'm struggling to get Lua implemented into my game engine. I've read dozens of blogs and articles revolving around how to wrap C++ classes and I seem to have hit a wall. No matter how I structure the ...
1
vote
2answers
149 views

Really simple count down timer

I'm making a little 2D tank game that fires bullets depending on where you click (This has been done and works a treat). I'm currently working on a timer class with a simple function that displays a ...
11
votes
5answers
2k views

How can I run on multiple platforms using a custom engine?

Game engines like Unity and Unreal can run on mutiple platforms. I am wondering how they do this. I have been using C++ and OpenGL for a while, and what I am looking for is resources to integrate ...
0
votes
2answers
125 views

Creating A TickRate Class

I need to implement tickrate into my engine to handle timed events such as pushing out entity updates and I don't know where to start. I have access to a timer which allows me get the time in ...
0
votes
0answers
115 views

cocos2d-x .. How to detect which sprites are underneath a touch event

I was wondering what the best solution is in the following scenario: Lots of sprites floating around on screen. A user can touch one sprite and drag to another sprite. Throughout this entire time, I ...
16
votes
2answers
10k views

I can't figure out how to animate my loaded model with Assimp

I have loaded in a model to my C++ OpenGL game. It is a COLLADA file type that I have loaded, and I setup an animation under blender for the file. The problem is I don't know how to animate the model. ...
0
votes
1answer
74 views

How to change the Android NDK jni calls dynamically?

Some people are using NativeActivity for working with Android projects exclusively in C++, but this also carries some disadvantages, so I, like many others, decided that I'd use instead a Java glue ...
0
votes
2answers
105 views

Copy unaligned XMVECTOR and use the copy?

I know XMVECTOR has to be 16-byte-aligned and therefore shouldn't be a member of a class (unless I ensure the alignment). However, can I do sth like this? class A { public: XMVECTOR vect; }; ...
2
votes
4answers
84 views

Identifying groupings of objects

I have a cloud of objects, each with a 3D position, and I want to pick out tight groups of these objects. Specifically, I want to find all objects which form a grouping of radius r within a large ...
0
votes
1answer
110 views

Designing Character Movement Need Advice

(This game is written in C++ with GDI+ It's a simple side-scroller.) I am having a problem deciding on how I should handle player movement. Currently it runs at 20 frames per second (I just chose ...
0
votes
1answer
185 views

C++ timer function acts as if time limit is instantly reached if it is less than 1 second [closed]

I'm trying to make a Snake clone with C++ and OpenGL/GLUT, but I've been having trouble with programming the timed input. I made a timer class, as you'll see below, to be used for the short time ...
1
vote
1answer
127 views

Estimated framerate for custom engine?

I've been writing my own engine with C++ and DirectX 11. I've got 3d models loaded in with diffuse maps, normal maps, and shadows. There's other things with the engine but my question doesn't pertain ...
1
vote
1answer
138 views

What's the best way to handle numerous recurring log entries in game loop?

I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector ...
3
votes
2answers
316 views

Update and render in separate threads

I'm creating a simple 2D game engine and I want to update and render the sprites in different threads, to learn how it is done. I need to synchronise the update thread and the render one. ...
1
vote
1answer
503 views

glGenerateMipmap confusion

I'm trying to get a grip on mipmaps with OpenGL. I believe I understand the concept, but when trying to have OpenGL generate them I wonder how it determines how many mipmaps to generate? Here's what ...
3
votes
1answer
124 views

Using normals in DirectX 10

I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates ...
1
vote
2answers
85 views

Do I need to store a generic rotation point/radius for rotating around a point other than the origin for object transforms?

I'm having trouble implementing a non-origin point rotation. I have a class Transform that stores each component separately in three 3D vectors for position, scale, and rotation. This is fine for ...
1
vote
2answers
318 views

Reducing the level of detail of a mesh

I am importing an extremely detailed mesh (provided by a client) and it consists of something like 16 million triangles. For rendering performance I've been using the ID3DXMesh interface's Optimize ...
4
votes
3answers
267 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.
0
votes
1answer
98 views

How do I handle this type of collision?

So I've been messing around with simple game development for a while and just found an interesting game idea here . I'm using SFML 2.1 with C++ and so far I have a tilemap in a VertexArray using a ...
0
votes
1answer
257 views

Why would creating a GLFW 3 window return null?

For some reason after calling 'glfwCreateWindow' I get back NULL as the return value. I'm initializing GLFW beforehand with 'glfwInit' and while searching for a solution tried setting ...
0
votes
0answers
127 views

Problem when using two different shaders

I have created a simple shader for drawing my scene in OpenGL. When another shader was introduced, a problem appeared. I use the first shader and draw few objects in the scene. Then I use the second ...
1
vote
2answers
136 views

Implementing directional lighting in voxel based polygon-engine

I'm having trouble implementing directional lighting. (I'm not that familiar with 3D.) The problem is that the lighting does not "follow/flow with" the other blocks next to them. How should I fix ...
1
vote
0answers
244 views

Get derived Pawn from collision actor in UE4

I am trying to build a basic RTS unit selection but any time I try to possess the target pawn it crashes. The pawn in the collision is a blueprint derived directly from APawn. Am I casting from the ...
0
votes
0answers
48 views

DX9 system crash on Intel Atom CPU Z530 with Intel GMA 500

our project has to run on a very specific hardware, which is listed below: WinXP Professional 32bit Intel Atom CPU Z530 with Intel GMA 500 (2 CPUs, 1.6Ghz, 512 MB RAM) DX 9.0c 800 MB swap memory ...
1
vote
1answer
61 views

glDeleteBuffers causing other objects not to draw

I have few objects in scene and they exist until I turn off the application. Their calls for glDeleteBuffers are in destructor. Since I don't delete anything in the middle of the game everything is ...
3
votes
1answer
150 views

game mod security question

So I'm in the process of building a game in C++ for the engine and Python for behavior and moddability. One of the planned major features is that when the game client connects to a game server with ...
1
vote
1answer
113 views

Game Engine Entity/Component with Services Architecture

I'm currently working on my first game engine and decided to use the entity/component model with services. Background: My GameEngine class is an Entity and has multiple services that are Components, ...
15
votes
3answers
3k views

Does allocating and freeing a huge chunk of memory at startup “clean up memory”?

The book Game Coding Complete, Fourth Edition, chapter 5 (Game Initialization and Shutdown), section Checking Memory contains this interesting code sample: bool CheckMemory(const DWORDLONG ...
2
votes
0answers
37 views

SDL_AddTimer + SDL_GL_MakeCurrent not working on Windows [closed]

I'm messing around with C++, OpenGL and SDL doing a game that should be able to run in Windows and Mac OS X. I have a problem that only happens on Windows. Let me describe the scenario. First I ...
2
votes
1answer
364 views

How can I manage entities(in entity component system) using Lua scripts?

Suppose I have a code like this in C++ // Game.cpp Entity* hero; Entity* witch; ... // entity initialization if(/player near witch/) { if(hero->get<HealthComponent>()->getHealth() ...
0
votes
0answers
70 views

Tile Collision - subtracting a minor value to the box size

I'm having a certain problem when doing collision checks on bounding boxes that have their edges aligned with upper or right tiles. It shouldn't count as an intersection but I don't know a good ...
1
vote
2answers
195 views

Is video compositing feasible?

I've been considering the idea of a game client that acted as a video compositor, only drawing, by itself, the terrain, the characters... deferring other graphic elements to separate processes. For ...
1
vote
0answers
113 views

OpenGL Hello Triangle troubles [closed]

Just trying to get the simple OpenGL hello world program set up and for what ever reason I just cant see why I can't get it to work. I'm able to create a resizeable window and set the background ...
4
votes
2answers
3k 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 ...
2
votes
2answers
229 views

How can I simplify this code to compute the shortest rotation between two angles?

The following code will find the shortest rotation (in radians) (from pi to -pi) that I need to apply to from to leave me with to. Scalar rotationBetween(Scalar from, Scalar to) { Scalar fromMod ...
2
votes
3answers
2k views

Entity System with C++

I'm working on a game engine using the Entity System and I have some questions. How I see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System ...
3
votes
1answer
1k views

Pixel Perfect Collision Detection in Cocos2dx

I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: ...
3
votes
0answers
244 views

Why are god objects so common in game programming? [closed]

This is a bit of a philosophical question. Excuse me if it's out of place here. Most modern games developed in C++ use (or at least purport to use) an object-oriented approach. A common axiom of ...
1
vote
1answer
87 views

More Precise PathSmoothing

I'm reading a book about AI - Path planning and path smoothing. Yet this book is using c++ code. And i'm coding in c# with the XNA framework. I have a path smoothing working, yet the book says it can ...
3
votes
1answer
110 views

MSAA deferred implementation issue

I recently implemented MSAA in my deferred renderer, it looks good but I just got a feeling I might have done it wrong. Here is what for example the directional light fragment shader looks like: ...
7
votes
3answers
1k views

Efficient data packaging for a client-server network

Language: C++ My question is as follows: I would like to know what would be the best or at least a good way to pack and send data from client to server and the reverse. There will be a few data ...
1
vote
0answers
85 views

How do I avoid circular dependencies with game events in C++? [closed]

My question concerns three objects in my game: EnemyConfig (a derived class of Event - it's an event that concerns throwing enemies at the player and making her deal with them) and Enemy. The ...
0
votes
2answers
146 views

FBX SDK Getting Tangents and Binormals From a Mesh?

How do I import tangent and binormal data per vertex from a FBX Mesh. I already know how to get Vertices, Normals and UVs but how would I get tangents and binormals? For example this is how I would ...
0
votes
1answer
63 views

Can you specify which VBO/EBO to use with glDrawElements?

I'm creating a voxel-like game. I'm not sure if I am using VBO/EBO's correctly. I am creating a new VBO & EBO for every chunk. This is done once, but chunks call a render function in every block ...
0
votes
0answers
19 views

Manual occlusion culling with glDrawElements [duplicate]

How should I go about doing occlusion culling with glDrawElements? I am dealing with voxel-like terrain. I want to avoid drawing the faces that are facing another block. I just don't know how to ...
1
vote
1answer
136 views

How write pixel by pixel with a fast way Allegro 5.01

I'm currently trying to do a black and white filter for my game in c++ with Allegro 5.01, I'm doing like this. void GameEngine::blackAndWhite() { ALLEGRO_BITMAP *buffer = ...
2
votes
0answers
306 views

C++ FPS game collision detection with partitioning system or physics engine? [closed]

I'm working on a small FPS game (as a hobby and for learning purposes, nothing else) built with C++ in OpenGL (from scratch). Documenting online on the kind of strategy someone would approach with ...