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

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1answer
181 views

What is Ogre::String?

I was working with the OGRE .NET bindings (MOGRE) for quite a long time. To improve my (not that good) C++ skills, I am switching from C# to C++. After implementing a basic OGRE application, I was ...
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0answers
31 views

alBufferData() sets AL_INVALID_OPERATION when using buffer ID obtained from alSourceUnqueueBuffers()

I am trying to stream audio data from disk using OpenAL's buffer queueing mechanism. I load and enqueue 4 buffers, start the source playing, and check in a regular intervals to refresh the queue. ...
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2answers
195 views

OpenGL - How can I make the edges of this textured circle smoother?

I'm building a game and I've applied a certain texture (RAW file) to a circle (GL_POLYGON) in OpenGL. It loads correctly, with the right size and all, but the edges seem a bit jagged and I would ...
0
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1answer
125 views

Slight pause/delay when moving

I've been working on this little framework for my game today and realized that moving delays when moving around. I've used SFML before and have had the same problem, but never bothered to fix it. I'm ...
5
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2answers
261 views

Do I really need to clear the renderer every iteration?

Just a quick question about fine-tuning/optimization. If I'm making a 2D platformer with a parallax-scrolling background (meaning no two frames are the same) do I really need to clear my renderer for ...
21
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6answers
3k views

How to solve the big video memory requirements in 2d game

We are developing 2d game (Factorio) in allegro C/C++ and we are facing the problem with increasing video memory requirements as the game content increases. What we currently do is, that we gather ...
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0answers
35 views

How do I detect image clicks in Dark GDK?

I am trying to determine if an image has been clicked, using the Dark GDK game engine. I've found no methods in the engine that do this. I would rather not brute force this with a large nested ...
3
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1answer
168 views

How can I implement a dialogue where the words appear as if they were being typed?

I'm planning on putting a dialogue system into my game, I don't really work with surface so my way of implementing SDL_Ttf is by turning it into a texture, in other words, every paragraph would be ...
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2answers
221 views

Creating weapons/armor procedurally

In my current project I am creating a 2d game (rpg) which should be able to dynamically create new weapons and armor based on different components. So, i.e. a sample weapon would consist of barrel1, ...
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2answers
73 views

irrlicht: drawing two textures with draw2dImage issue

Im just starting out with irrlicht (and c++) for 2d development and I followed the 2d tutorial, so I am able to draw a 2d texture on the screen (With draw2DImage) this seems to work fine. So I made a ...
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1answer
85 views

How big a transition from programmer to modeler/level designer/creator [closed]

So I think I may take a break from the programming side, I have put in 6 hard months learning C++ and graphics theory, I have learned a huge amount but over the last few days have been studying level ...
6
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1answer
230 views

Hotplugging Joysticks And Gamepads On OSX

I've tested the cross platform joystick support features on GLFW, SDL2 and SFML. SDL2 appears to be the most complete, but it can't detect when joysticks have been unplugged on OSX. To me, this is a ...
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0answers
184 views

Cocos2d-x , setup the debug environment and remove the red marks in my eclipse

I am struggling with this issue since last week. I still can’t figure out where is the error. My code is compiling perfect if I restart the eclipse. but, when I edit the c++ file it shows red marks ...
1
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1answer
52 views

Do I need to call Release() on D3D objects when I use them in another function?

For example, I have an IDirect3DSurface9 * Surface and IDirect3DSurface9 *BackBuffer. If I were to use them directly in the render_frame function, I would need to release them on the closeD3D ...
2
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0answers
62 views

How can I load an image into the back buffer? [closed]

How can I load and display an Image?... I have tried something but it didnt.. worked.. this is what I've tried.. File : StrikeOps_main.cpp .. void : render_frame : Intro::DisplayIntro(d3ddev, ...
5
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2answers
202 views

What does the Particle engine do and how are special effects created/processed?

For example, take bullets, sparks, fireballs, light sabers, lightning bolts, any kind of special effect in a game. Are there various ways to implement these effects in a game. As far as I can see you ...
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0answers
149 views

How to make an Game Intro

How do I display my logo (a short video) before displaying the main menu? For example when you start Call of Duty, it displays the IW / 3ARC logo, Activision, and then a cinematic. I just need to ...
0
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1answer
67 views

How are vertices determined complex geometries in an ever changing game state

For example say you wanted to draw a 3D cube you can define an array of hard coded vertices using float3, here is an example. http://msdn.microsoft.com/en-us/library/windows/desktop/jj552949.aspx But ...
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1answer
136 views

Separating axis Theorem rotation issue

I made a post yesterday to see if anyone could understand my problem. However I did not receive much guidance, probably because my question was not clear. I have worked on it a little more and ...
1
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1answer
263 views

glsl shader to allow color change of skydome ogre3d

I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system ...
1
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3answers
280 views

How can I implement a main menu?

I have been following the tutorials at http://lazyfoo.net/tutorials/SDL/index.php and although they are all very well written and I have learned more than I would have on my own, I am not sure how to ...
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2answers
226 views

Loaded OBJ Model Will Not Display in OpenGL / C++ Project

I have been experimenting with new effects in game development. The programs I have written have been using generic shapes for the visuals. I wanted to test the effects on something a bit more ...
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0answers
120 views

Separating Axis Theorem Issue

I am trying to create a 2d top down shooter using DirectX 11 (Windows 8 Store) and I am trying to implement OOBB collision using the Separating Axis Theorem. However I appear to have run into an ...
1
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1answer
71 views

Correcting Lighting in Stencil Reflections

I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a ...
1
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1answer
146 views

How to create a sun billboard with Ogre3d

I've been working with a few different engines alongside trying to code my own project. Rather than rewrite an entire renderer, etc I am using Ogre3d. To begin with I am trying to implement a very ...
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2answers
122 views

Synchronizing mob states in online multiplayer game

I'm developing an exploration-based platform game in which from the start there were plans about including local multiplayer support, but recently I've been considering an online multiplayer mode, ...
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0answers
52 views

Exporting .bullet file from Blender Render

I'm trying to export my blender render bullet world to a .bullet file. Unfortunately, it seems like when I bring my bullet world to the game engine it drops the bullet info. Is there a way to export ...
1
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2answers
301 views

How can I render a texture to the screen in SDL2?

I've recently started upgrading my SDL version from 1.2 to 2.0.3, and while on the SDL Wiki, I've come across SDL_Renderer, SDL_Window, and SDL_Texture. I did some research and found a link at ...
2
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1answer
50 views

How To Set Constants Using ID3DShaderReflection

I got to the point where I am tired of hardcoding shaders and decided that it was now time to look into using ID3D11ShaderReflection to get data from the shader and set my shader's constant buffer ...
1
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2answers
144 views

Data Locality and Polymorphism [closed]

I've been reading over the various chapters available at http://gameprogrammingpatterns.com, and in particular his chapter over Data Locality(http://gameprogrammingpatterns.com/data-locality.html) has ...
-2
votes
2answers
154 views

Creating very rough 3D models [closed]

I am not a modeller, more into the programming side. However say I wanted to create an open world type of game using U4. Is there a way to create very rough models, say of buildings, cars, trees, ...
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0answers
251 views

How can I load an SVG file and create a shape and collision data from it?

I'm looking to write a game in C++ with vector-styled graphics. For this, I will need to turn an SVG shape into a Box2D body and a polygon for rendering in SFML. I don't need the full capabilities of ...
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0answers
22 views

merging meshes directx10 [duplicate]

Say I have a line of 10 cubes. Each side has 2 triangles that make up the face of each cube. If I want to reduce the number of triangles being drawn, how can I merge the 20 triangles into just 2 big ...
0
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2answers
86 views

DirectX: Render the black bars

I'm still quite a beginner in the industry. I'm working on a game with some friends and I would like to add a cinematic between 2 levels like in the attached picture. My question is how can I render ...
1
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1answer
74 views

Is there a way to use other fonts, besides the default ones in OpenGLUT?

I'm using OpenGLUT functions like glutBitmapString to render sentences and words in a game. However, there is a limited set of fonts to use and I need some bigger size fonts. Is there a way to add new ...
1
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1answer
241 views

Scrolling with SDL2 & Box2d - My Camera isn't keeping up with my player

I'm trying to get a game on the google play store before I'm 40 (long held dream to publish a game since the days of the speccy), I have just over a month to go so it's not looking good! Foolishly I ...
5
votes
2answers
158 views

Handle movement with QuadTree

I currently have a QuadTree that contains all my Entities. It works well and I've optimized it pretty decently, but the one thing that hurts is that I am removing from and inserting to it almost ...
1
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2answers
220 views

Best logic to create and drop new gems in a Match-3 game

In a simple match-3 game, with a square gems matrix creating and dropping new gems is fairly simple: when needed I generate those gems above the matrix and then I make them fall into the main matrix ...
1
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2answers
235 views

How do I separate testable game logic from my UI in Cocos2d-x?

I read some articles on why I should separate game logic and UI code: That makes it possible to test game logic code can be independently of the rest. However, I am having trouble implementing this in ...
1
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0answers
154 views

opengl volumetric billboard implementation: general idea + geometry shader

A while ago I decided to implement the volumetric billboards technique in my university project (C++ & OpenGL 4.3). I passed the subject but failed to implement the mentioned technique. I'd like ...
0
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0answers
88 views

How can I align a 2D object properly using tilemap collision

I'm making a mario clone, and I have been working on the collision but I can never seem to get it right. I started out with "true/false" collision, aligning the player at it's last position, and as ...
4
votes
1answer
207 views

Radiosity: Integrating Hemicubes

I'm working on a radiosity processor in DirectX 9. I have efficiently rendered hemicubes from the perspective of texels within a lightmap. Now, as I try to integrate the hemicubes (to sum the incident ...
2
votes
1answer
158 views

How do I find voxels along a ray?

I am making a voxel engine, and I want to make it possible to create and destroy voxels with the mouse. I use C++ and OpenGL, so C++ examples would be best. So far, I have the camera position and ...
1
vote
2answers
250 views

How do I handle DirectX mouse events?

I am a beginner making my second game (simple low graphics FPS), in Visual C++ 2010. So far, I only know how to use keyboard controls. I've had source files like keyboard.h and keyboard.ccp, ...
1
vote
1answer
92 views

In glsl, how do indices work?

I have made a vertex shader and fragment shader and kind of know how they work, and I know that you specify what index you want your vertices to be in inside the shader program. So if the vertex was ...
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0answers
42 views

Easier way to clip a spritesheet

I have been learning OpenGL slowly for the past few weeks through LazyFoo's tutorials, and I've come to the texture clipping section. I think his explanation is fine, but not quite enough for me to ...
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2answers
121 views

Using a vector to store multiple instances of a class

To warm up with SMFL, I am creating a simple Block Breaker game. For the blocks and balls, I would like to store them as "instances" in a vector so that they can be added/removed with ease. However, ...
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0answers
95 views

2D Collision Resolution getting stuck on walls

I've been writing this collision detection system using a tutorial from an article I read and I just cannot for the life of me get it to function 100% correctly. Here's the code for starters: ...
0
votes
1answer
174 views

Converting Projected Vertex Positions to Normalized Device Coordinates

I'm using directx 9 and vertex shaders to rasterize triangles...I have vertex shader input structs like this: struct VS_INPUT_Quad { float4 Position : POSITION; float2 UV : TEXCOORD0; }; and ...
7
votes
3answers
313 views

Terrain & Multi-Texturing

I'm using OpenGL (Version 4.4) (and C++ if that matters). I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...