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

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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
0answers
51 views

How to Calculate K-Dops Faster

Ok so I have my general understanding of K-Dops for collision detection. I understand how to calculate them. I also understand the super slow way of recalculating them. Example: I have a simple ...
0
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0answers
96 views

FBX SDK Colors problem

I've imported control points, normals, and indices successfully and now i'm trying to import vertex colors, but something is not right. Here's the code: FbxLayerElementMaterial* ...
0
votes
2answers
138 views

How to set HUD elements position and size depending of resolution [duplicate]

How can I set HUD elements' position and size when changing resolution and maintain the desired layout? All HUD elements (including menu items such as play button, setting button etc) need to get some ...
2
votes
3answers
307 views

How does game asset file encryption work?

How does file encryption in game assets work, for example the unreal engine has a .assest extension, or I also see a .dta extension in another game, are these .zip type packages which have a custom ...
0
votes
0answers
50 views

DirectX9 Normal/Bump Mapping Weird Texturing Artifact

As you can see the artifact here is like a triangle of the mesh getting more light. The important part of my code is below. This is the vertex declaration. VertexElement[0].Stream = 0; ...
3
votes
1answer
70 views

Is there a common way to execute a task at a certain pace, without relying on the task priority feature of the OS?

There is no cross platform way to set process priorities, and I don't want to use threads since there are no standard method of setting priority to certain threads, apart from the fact that threads ...
3
votes
1answer
203 views

How and when to choose which objects to run collision tests on?

This might be problem with plenty of good solutions, but it's all not very clear to me, so I though I could ask and probably get some good hints. I'm having trouble figuring out how to handle ...
0
votes
1answer
78 views

Path smoothing while path following

I can't find a nice way to do path smoothing while i'm following a path. I have tried this piece of code but aparently it doesn't work as suspected. The idea of how it should work is: Edge 1 (the ...
0
votes
1answer
137 views

Why does my SFML game cause screen tearing on Linux?

I wrote a little game of a bouncing ball, using SFML and Box2D. On Windows, the graphics animate smoothly. However, on my Linux machine, the animation stutters randomly. To be precise, I get a ...
1
vote
2answers
163 views

OpenGL flickerinng near the edges

I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older ...
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 ...
2
votes
0answers
60 views

How to create a scripted sequence [closed]

Like countless other video games, I'd like to have scripted sequences in my game. Character 1 says something, the player replies, then a rock falls, that sorta stuff. I could find a way to do it, but ...
2
votes
0answers
37 views

FBX Importer - Vertex Color

I imported vertex positions, indices and normals successfully in OpenGL using fbx sdk, but I just can't figure out how to import vertex colors. I tried to fetch the pointer to array of colors trough ...
2
votes
1answer
116 views

How can I compile a Direct3D 9 effect from a file?

I started working with shaders recently in DirectX9. I noticed that there is a D3DXCompileShaderFromFile function for IDirect3DVertexShader9 and pixel shader. Which compiles the shader and gives you ...
1
vote
2answers
88 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 ...
0
votes
0answers
86 views

Libnoise producing completely random noise

I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image ...
0
votes
0answers
100 views

OpenGL Drawing textured model (OBJ) black texture

I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an ...
2
votes
2answers
333 views

C++ property system interface for game editors (reflection system)

I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses ...
2
votes
0answers
213 views

Weird y offset when using custom frag shader (Cocos2d-x)

I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its ...
3
votes
1answer
155 views

Open GL perspective projection vs orthographic projection

I am trying to build an engine using OpenGL however I have a question about the kind of projection to use. For a 2D game should I use a perspective projection or an orthographic projection? If I ...
2
votes
1answer
177 views

How to swap row/column major order?

I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = ...
0
votes
2answers
56 views

What is the correct way to reset and load new data into GL_ARRAY_BUFFER?

I am using an array buffer for colors data. If I want to load different colors for the current mesh in real time what is the correct way to do it. At the moment I am doing: glBindVertexArray(vao); ...
0
votes
1answer
439 views

SDL2 window as child of Win32 GUI

I'm building an editor. Is it possible to create a child window of SDL2 within a Win32 gui? (The most obvious page from SDLTutorials works for earlier versions of SDL)
1
vote
0answers
43 views

Bullet Physics ConvexDecomposition?

I've looked at Bullet Physics ConvexComposition Demo and would like to implement that in my game but the code is so undescriptive and it's hard to understand what is going on. Would any of you people ...
0
votes
1answer
133 views

Bouncing ball slowing down over time

I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = ...
1
vote
1answer
270 views

Issue porting Cocos2d-x to Android

I've written a basic game using Cocos2D-x on XCode. It works fine on the iPhone. Now I'm trying to port it to Android. When I run the script ./build_native.sh inside the proj.android folder, it gives ...
0
votes
1answer
80 views

Load Meshes with Bullet Physics

I just started implementing some physics in my game with Bullet Physics and I was just wondering how would i use bullet physics to load in meshes. For my for DirectX I load in x files into a ...
3
votes
1answer
162 views

Calculate the Intersection of Two Volumes

If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another ...
0
votes
0answers
49 views

How to raycast select a scaled OBB?

I have the OBB picking code to select an OBB with code inspired from Real time Rendering 3 and opengl-tutorial.org. I can successfully select objects that have been moved or rotated. However, I cant ...
2
votes
1answer
137 views

How should an object that uses composition set its composed components?

After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I ...
1
vote
1answer
98 views

Child object free movement on Parent object

Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal ...
1
vote
1answer
54 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 ...
1
vote
1answer
60 views

Draw a rotated rectfill in Allegro 4.2?

I'd like to use Matricies to transform primitive geometric shapes and draw them using the Allegro library using version 4.2 (I can not switch to 5.x just yet). This works fine for non-filled objects ...
1
vote
0answers
89 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
1
vote
0answers
90 views

Different way to pass uniforms to seperate draws in glMultiDrawElementsIndirect

Given OpenGL version 4.3 and GLSL 430, what would be the best way to pass a matrix to each model in a draw call to glMultiDrawElementsIndirect? I am thinking of going the way of a TBO and indexing it ...
0
votes
1answer
255 views

Sorting for 2D Drawing

okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. ...
6
votes
2answers
332 views

What's the largest “relative” level I can make using float?

Just like it was demonstrated with games like dungeon siege and KSP, a large enough level will start to have glitches because of how floating point works. You can't add 1e-20 to 1e20 without losing ...
1
vote
0answers
33 views

Panning in Direct sound wthout using SetPan function [closed]

I was wondering if it is possible to pan a WAV file in direct sound without using the SetPan function. If so how? That is change the volume on 2 different speakers, right and left, to simulate that ...
-2
votes
2answers
394 views

Which library to choose between SDL and GTK for C game Development (Begginer) [closed]

Note: I know that this is a opinion based question I've been programming in C it's been some time, now I want to get into game development but I'm not sure which GUI library should I use between SDL ...
0
votes
1answer
106 views

Making particles accelerate toward a mouse point

I'm currently working on a particle simulation program that makes pixels move towards a mouse point continually accelerating, but i'm running into some math issues. Currently my particle will ...
0
votes
0answers
107 views

How do I find the camera direction vector for 3D sound purposes? (C++, DirectX)

Question I'm trying to make a sound class for playing 3D sound effects with DirectSound and DirectX, without using DirectSound's 3D libraries. The plan is to have every game object constantly play ...
0
votes
1answer
49 views

assets access with index offsets

My question if about resource management. Is it a good idea to store resources like Sounds in an array and then make a second array(lets call this SoundCollections) as a sort of reference table(name + ...
1
vote
1answer
140 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 = ...
0
votes
1answer
97 views

Drawing geometry to an SDL_Texture?

As a direct result of this question that I asked a few days ago, I want to draw potentially-complex geometry to a SDL_Texture or, I suppose, an SDL_Surface. Ultimately, I want the foreground of a 2D ...
0
votes
1answer
124 views

When should I use instancing versus a constant buffer?

I've heard something about instancing and understood it's useful for drawing the same object many times with slight changes. It's faster because you call the draw function once per frame and update ...
5
votes
1answer
117 views

Replacement for XNA Lobby?

I am looking to implement with the Microsoft Windows Live game lobby. Since Microsoft has deprecated XNA, I am wondering if it is still possible to interact with the game lobby they provided in XNA ...
0
votes
3answers
263 views

Line of sight on a 2d grid

I've been looking for similar questions here and on google, but none have worked for me yet. I have a game, where I have a 2d array of square tiles (they're objects with accessible x and y pixel ...
2
votes
1answer
221 views

How should I traverse entities and components for their per-frame updates?

I am implementing a simple entity/component-based engine in C++ and am unsure about the best way to store references to entities/components and what the best way to traverse them each game step would ...
0
votes
1answer
75 views

Which buffering process would be more efficient?

I'm working on the base engine of my game right now, specifically converting a text file into a level on-screen. As a 2D platformer, each level has an array of rectangles that can be drawn to the ...