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PointSprite in DirectX9

I was trying to implement a particle system using PointSprites. Draw calls return D3D_OK but I don't see any particle on the screen. I'm not using Vertex Buffer for the particles, but I use two ...
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0answers
16 views

Full-motion transparentized video clips

This is sort of a question following onto a previous question I wrote specifically targeting XNA. Understanding that it's an involved enough process that I'd want to manage memory myself, I'm now ...
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1answer
59 views

How do I center the view around specific coordinates in SFML

I want to use sf::View in SFML in order to change the position of the view, such that the player sprite is always in the center of the screen. Thus I want to write a function which allows me to input ...
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1answer
90 views

Can I display text in SFML without setting a font?

I'm trying to render text without setting a font. #include <SFML/Graphics.hpp> #include <iostream> using namespace std; string culoare; int main() { sf::RenderWindow ...
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1answer
41 views

First Person Camera Target

I have a camera at position P, and a normalized direction vector D (where the camera is facing). I want the target of the camera to be 5 units forward from the position. Here's my attempt: F = (0, 0, ...
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0answers
83 views

Reading Color data from UTexture2D in UE4

Here's my code: // get RenderTarget2D static ConstructorHelpers::FObjectFinder<UTextureRenderTarget2D> TargetObj(TEXT("/Game/Textures/RenderTexture")); // generate a UTexture2D CameraTexture = ...
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1answer
75 views

How to make a stereoscopic 3D Game with SDL for iOS

I was looking up google for an answer the whole night but didn't find anything. Yesterday I found some VR demos and games on the AppStore, with stereoscopig (dual rendered) screens. So you put your ...
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1answer
218 views

C++ DirectX FBX SDK Importer Weird Mesh Problem

I'm having a problem understanding how to render the vertex data in fbx model into directx. This is my two functions and I've already triangulated all the mesh nodes. bool ...
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2answers
65 views

Change sprite position

I have Sprite and i want change my Sprite position when score == 2 score = 0; auto bird = Sprite::create("bird.png"); bird->setPosition(Point(-visibleSize.width, ...
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3answers
206 views

Possible A* Optimizations [closed]

I have implemented A* in my game. However, I am not happy with the performance and need some help deciding what to do next. I have already done the following optimizations: Not having a closed ...
0
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1answer
69 views

Multiple Vertex Layouts

I have different vertex layouts I'm using to render things in DirectX and as of now I've just used the same vertex layout for every mesh I load in. But now I want to have the vertex layout change ...
3
votes
1answer
168 views

glBufferData consuming system memory

I am memory profiling my game in Visual Studio and about 60% of memory usage is happening from calls to glBufferData(). I may be missing something but should this consume GPU memory instead of system ...
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1answer
79 views

Immovable object impact physics

I am trying to do some physics calculations from scratch, and as a result am creating a small bouncing ball example. However, I have some issues getting correct results from my impact physics when the ...
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3answers
203 views

How Use loop's in cocos2d-x

I've for loop which work well on Windows double speed = 35; for(int i=0; i<60 ;i++){ speed += 0.3; Sleep (1000); // sleep 1000 mili seonds } But it responds an error ...
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1answer
97 views

Open OBJ files with OpenGL c++ [closed]

I need some help because i'm trying to open a obj file with Code Blocks. Im already downloaded the requirements for OpenGL and GLUT libraries. somebody knows some basic and specific steps to do it?
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1answer
42 views

explaining collision check code

I came across the following code in a game book but I can't get it, does it check if a point ( left,top) in a rectangle? bool CheckCollision(float left, float top, float SpriteX, float SpriteWidth, ...
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1answer
48 views

How to serve user generated levels? [closed]

What is the easiest way to store online and serve user-generated levels? What client-server architecture should I use? Will I need backend code, or just a database? What database would be the easiest ...
1
vote
1answer
92 views

Averaging normals, or tangents

I am using a library to load an obj but it doest compute the tangets for each vertex, which I need for normal mapping and pom. I computed my tangets, and bitangents, everything appears to be fine, but ...
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2answers
101 views

Segmentation fault adding SDL_Surface

I'm trying to add a new SDL_Surface to my whack-a-mole clone code but even if I set it to null it wont let me. game.h #include<SDL2/SDL.h> #include<SDL2/SDL_image.h> ...
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2answers
92 views

Colour values of a pixel array from a spritesheet image wrong (C++, SDL2)

So basically what i want to do is create a 2D tile based rendering system in C++ that renders each pixel on the screen manually. Rendering an individual pixel on the screen works just fine (or render ...
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0answers
77 views

glGetUniformLocation returns 23724032

as the title says, I have a problem using glGetUniformLocation call that returns, for the following code, the value 23724032. I'm writing a little engine and the draw function of my models is: void ...
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1answer
148 views

Static SFML 2.2 libraries and Code::Blocks on windows 7 [closed]

I am starting to program games for the first time, but I've been doing general programming for a couple years now. I have Code::Blocks, which I am fairly comfortable with, but now I am struggling with ...
0
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1answer
117 views

how to close lua file call luaL_dofile?

i created tool that generate lua script on each level which contain lot function, and they named based on the object+id format. ex : trigger1(), etc; so every level may have same function name, what i ...
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1answer
60 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. ...
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2answers
184 views

Elegant ways to handle rendering with DirectX 11

I'm looking for a design pattern that's going to help me to elegantly handle the rendering of my game objects. Lots of game development guides talk about how to handle the game objects themselves, ...
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0answers
31 views

alpha blending rendering black

I'm using blending in my game here is my blending equation: D3D11_BLEND_DESC blendStateDescription; ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC)); ...
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0answers
24 views

mouseWorld Coordinates Box2D

I have one simple question in Box2D: if you want to get the world coordinates of mouse, this is the function you gonna use in Java: void update(int x, int y) { if(mousejoint !=0) ...
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1answer
84 views

Calculate slope for linear interpolated movement

I want to move rectangles to their targets the "smooth" way with linear interpolation. I hope this is right. float slope(float x1, float x2, float y1, float y2) { return std::abs((y2 - y1)) / ...
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1answer
99 views

Understanding Scene Graphs and Graph Edges

So I'm trying to getting to grips with using Scene graphs and nodes in my code (game coding in C++) and I think I understand the basics of them and how they are used (and I can definitely see the ...
2
votes
1answer
144 views

Frame independent buoyancy using Substepping

I am having trouble with a frame independent buoyancy force using substepping in Unreal Engine 4. The original problem (which I am attempting to solve using substepping) is that when you apply a ...
0
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1answer
192 views

OpenGL 4.3 in C++ : Drawing static Triangle (“Hello Triangle”). Color does not appear (Triangle is just completely white)

I am going through an OpenGL book trying to get the examples to work. I am using Glew, Glfw, and that's it beyond Opengl 4.3, which my I know my graphics card supports completely via the OpenGL ...
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2answers
156 views

Good Configuration Manager System Design for medium-large sized projects?

I've create smaller games which simply needed a class which basically opens an INI file (with feather-ini-parser library) with config values for the whole game (rendering ops, music, bindings). But I ...
0
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1answer
91 views

Ray->triangle collision math seems to not work?

First time asking, pardon any mistakes I make :) I am programming a game from scratch, and the collision detection is giving me issues. I have AABB in place to check proximity, and if that reacts, ...
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145 views

Alternative to a timer in a separate thread in a turn-based game

I'm making a 2d turn based game and I'm having some difficulties with the timer itself. 3 characters vs 3 characters, two players. A timer giving them a chance to preform acts within a set amount of ...
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0answers
55 views

Updating sprite Rect each frame

I have made a struct which sets 4 variables that define a rect void setDestSize(int width, int height) { Width = width; Height = height; } void ...
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0answers
96 views

How to convert OpenCV camera capture to Irrlicht texture without killing fps?

I am looking to include images captured from the users webcam into my application so I've been looking into using OpenCV to capture from the webcam and then render it in Irrlicht. I've created a basic ...
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0answers
65 views

Frustum Culling not working when objects are transformed

I've been implementing some frustum culling and my code looks like this. // Frustum Culling XMVECTOR detView = XMMatrixDeterminant(cam->View()); XMMATRIX invView = XMMatrixInverse(&detView, ...
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1answer
70 views

Instancing effectiviness

At about how many instances would instancing become effective? DirectX dynamic buffers seem to take a little more out of the fps than an immutable one would. So obviously you wouldn't want to make a ...
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0answers
437 views

Setting up local players in Unreal Engine

I'm trying to make a 4 player 2D local multiplayer game. I have tried a lot of stuff to get to this stage, but as far as I have been told, a method called CreateLocalPlayer creates a local player, ...
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1answer
73 views

Textures not rendering on part of Cube [closed]

Hello all I have been trying learning opengl and have rendered a colorful cube and decided to texture it, now when I run the program the textures render on all of the faces except for the back face ...
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0answers
58 views

SFML - Rendering a torch with a fire animation [duplicate]

I have coded a 3D maze simulator in SFML using raycasting. However, I want to add a torch to the screen, so that the lighting seems more realistic. From my understanding, I would have to use ...
0
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1answer
175 views

DirectX 8.0 SDK

I know this in unprofessional and probably doesn't follow the question asking conventions on this site, but I cannot find any other, more suitable (in my opinion) network on stackexchange to ask this ...
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1answer
64 views

What are .fxo and .cod files for?

I've been reading about shaders and looking at code. I found this in the code I'm looking at and it obviously has "Basic.fxo" there. BasicFX = new BasicEffect(device, L"FX/Basic.fxo"); Now my ...
2
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2answers
112 views

Destroying object from object method

My game uses an entity manager and entities to represent everything including the player, enemes, items, ..everything in the game. In my engine it's the responsibility of every entity to update ...
1
vote
1answer
60 views

Handle vertex indicies in a vbo batch drawing call

I'm new in the OpenGL 2 world and want to render a lot of cubes (> 150.000). How can I render such kind of cubes in practise? My idea is to split the cubes to a set of vbo's (Maybe 2000 cubes per ...
2
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2answers
121 views

Box2D Issues determining the side of collision

I'm trying to determine which side of my object a collision is happening. In all of my searching, I have found 2 different proposed solutions, but each one has a major issue. I'm hoping that someone ...
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0answers
107 views

C++ - SFML - OpenGL - GLSL - smooth waving texture

I have this shaders: Fragment: uniform float time; uniform sampler2D texture; void main() { float t = time; vec2 aux = gl_TexCoord[0].xy; // This would also make waving/deform the ...
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1answer
186 views

D3D11/C++ Inaccuracies in uv interpolation in pixel shader. How to avoid?

I'm trying to draw a quad with a texture onto the screen such that texels and pixels perfectly align. Sounds pretty easy. I draw 2 triangles (as TRIANGLE_LIST, so 6 vertices) using these shaders: ...
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0answers
96 views

DirectX Rendering to a texture

I'm trying to implement a rendering to a texture but without success. I've created a class that will(should) take care about all these stuff: class TextureRenderer { public: TextureRenderer() = ...
3
votes
1answer
1k views

How would you implement a simple strategy player controller in Unreal Engine 4?

All player controllers in the C++ game templates are not for strategy games. They all implemented so the player controls just one character. I'm not sure what approach to take when you want to control ...