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1answer
165 views

OpenGL VBO and VAO Confusion

I would like to present here my Question about VBOs and VAOs. Basically from what i understand you can have different VAOs each of which can contain up to several VBOs , and by binding to the VAO's ID ...
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2answers
56 views

How can I get the “SelfActor” in OnBeginActorOverlap?

The signature it takes is void ( AActor* OtherActor ) However, The actor that is handling this event is not involved in the overlap. How can I access the actor that owns this delegate? Assuming I ...
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1answer
65 views

Why aren't all public methods BlueprintCallable by default?

Considering the entire point of public/protected/private encapsulation is to abstract the class so it's easy to use, why does the programmer also have to decide if a method is callable from ...
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0answers
45 views

change position/orientation of a bone using assimp

I have been using assimp to import rigged models and animations. I followed this tutorial for skeletal animation and I have got it done properly. The part that I am trying to do now is to orient a ...
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1answer
100 views

Rotating a 3rd person camera toward a target

I have a 3rd person camera that doesn't look directly at the player but somewhere in front of him. When the user enter shooting mode, I want the camera to turn around the player to face the target. ...
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1answer
295 views

JNI multidimensional array as return value

I have some C++ code that I wrote to generate voxel terrain and would like to access it in JAVA. you pass it three integers; the seed and the coordinates of the chunk that it is generating ...
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2answers
46 views

How should data about past interactions be stored?

I have been developing a text-based rpg in C++, using sqlite as my database. When it comes to interactions that change the world around the player in some permanent fashion I have been unable to find ...
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1answer
166 views

Best way to handle movement input?

I'm currently developing a RPG movement system in c++, and tried to use the State Pattern/State machine for this, but AFAIK I would have to check each movement key in every state.(right?) Is there a ...
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1answer
35 views

Maya 2015 Collada mesh transforms not applied

I am trying to load a dae (Collada) model into my 3d engine. The problem is they export the vertices and transforms seperately. So in Maya 2015 it looks like this In the game engine I have it simply ...
3
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1answer
223 views

How can I optimize per-pixel drawing in SDL?

I've been messing around with C++ the last few days and I'm trying to figure out how to draw the screen pixel by pixel each frame. It sounded simple enough at first, but then I realized for loops ...
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0answers
84 views

OpenGL Planet Generation - Simple Matrix Issue (Planet “Spins” With Mouse)

I originally asked this question on StackOverflow & was directed here by a commenter. Im currently working on a OpenGL planet rendering. I'm using the Tessellation pipeline. So far things are ...
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0answers
30 views

Pseudo 3D questions in SDL/C++ [duplicate]

I'm going for a SNES mode 7 effect. From my understanding you do maths, to grab the current pixel from z values. Resulting from this math you take an image and then transcribe it into the screen for a ...
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1answer
189 views

Handling (spawning/removing) entities in SFML

I am unsure which method to use to handle my enemies in SFML. The idea that I am trying to recreate is to spawn enemies every so many seconds. Initially I wanted to do this using a vector such as ...
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0answers
93 views

Modern OpenGL, rendering multiple obj objects not working

I am currently working on a 3D Game Engine that loads a level from an OBJ file and renders it with OpenGL. My problem is related to understanding how to render each object individually when i have ...
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0answers
53 views

resolving per pixel collision issue

In space invader, I'm doing bullet to barrier intersection using rect to rect, then I'm testing the first bullet's impact pixel, if it's green I blast a circle, if it's black, it continues travelling. ...
5
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1answer
267 views

Elegantly simulating NPC movement in inactive areas

My AI is utility-driven in a similar pattern to The Sims, where all unique behavior is coded into interactable objects, and the only thing an NPC does is decide which object they wish to use, path to ...
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1answer
57 views

missiles skip in collision detection

I'm trying to work on spaceinvader. I have problem that missiles or the bullets skip frames due to its fast speed. I tried to use the previous position of the bullet in the collision check, but still, ...
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2answers
113 views

State Machine class vs function pointers [closed]

What do you guys recommend to use? A State Machine with function pointers or classes? Or, in which case one would be better than the other one? At work we use the state machine with function ...
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1answer
100 views

Game mechanic player following path looks very roughly

I want my player entity to follow a path, which works, but it looks very roughly. Like it would stuck everytime. bool arrivedX = false; bool arrivedY = false; float speed = 0.06f; ...
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0answers
82 views

Python interpreter as in-game console

Say I have a game which has lots objects (NPCs, monsters, etc.), I want a console so I can change the variables of the objects (like changing HP for example), how could I embed python into my program, ...
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0answers
52 views

Steam for Linux platform libraries causing Qt application misbehavior

I'm currently having difficulties with a very simple launcher application that's intended to display a webpage and have some buttons to launch a game. When you click a link inside of the launcher it ...
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1answer
71 views

How do I compile further libraries into my game? [closed]

This might be vague; I don't know how to search for this. How do I link a GUI framework (in my case, CEGUI) to a graphics framework (in my case, SDL)? I'm using a Mac. My mental model on how to add ...
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2answers
186 views

Space invader barrier implementation algorithm

I've been struggling with implementing the space invader bullet to barriers. I wanted right now to blast a circle around, when the bullet hits the barrier and modifies the circle. As shown in the ...
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1answer
72 views

Weird rendering of bounding box

I'm trying to make a bounding rect for my bullet which is in space invader game. I'm using marmalade, and the bounding rect seems translated and doesn't bound the bullet at all, however the math is ...
3
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1answer
84 views

OpenGL Indexed VBOS?

I'm a little confused with using indexed vbos in opengl. I understand that different each vertex can only have one uv. How would it be possible to map a texture onto a 3d object if you can't "unwrap" ...
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1answer
81 views

Runtime resolution changing with GLFW3

I've been trying to figure out the correct method for changing the resolution/fullscreen state of a GLFW window for a while now, but after searching all I found were references of how to do it with ...
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0answers
51 views

Dynamically allocate memory for object array [closed]

I'm trying to create a RPG game and for a test I thought I might draw the same tile(20x20 pixels) over the whole window(720x480), it works and renders the tiles fine but the amount of memory and CPU ...
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1answer
84 views

How can I implement triple buffering using Direct3D 9?

I am creating an application using Direct3D 9. I want to implement triple buffering with vsync. I can successfully create a graphics device object with 2 back buffers. How do I know which buffer to ...
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0answers
81 views

Compiling glfw application mingw [closed]

I am trying to compile a glfw application on mingw. I am using 64 bit windows and 32bit mingw compiler And I have downloaded 32 bit binaries from http://www.glfw.org/download.html I am trying do by ...
1
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1answer
100 views

How can I manually syncronize render calls with a monitor's refresh rate in Direct3D 9?

I have an application that utilizes Direct3D 9 to render 3D graphics. I'm trying to manually control the number of frames rendered in a given second. Here is pseudocode: while( bInGame ) { // ...
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0answers
72 views

Manage map like The sims game

I'm trying to create a (light) tool to create houses like in the Sims game but I don't know how to manage data/make a valid architecture. For now, I think about something like that: Map: Player's ...
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0answers
44 views

Per pixel collision using marmalade bug

I'm trying to implement space invader, collision with barrier in which you blast some pixels, for the time I'm drawing a circle, right now I get correct collision but only on the bottom of the ...
0
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1answer
94 views

Help with scoring system and score multiplier

I am new to the scripting world and I am currently trying to add a score multiplier to the game code I am working on. Right now the score is set to increase as the player runs across the level however ...
1
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1answer
181 views

How to draw an ellipse with DirectX 9?

I can draw the outline of an ellipse but I want to draw a filled in ellipse, but I can't seem to get the code to work. Any help would be great! I am using DirectX 9 and D3DX.
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1answer
130 views

Render to Texture Using Multisampling

I have a DirectX11 application, which has multisampling / anti-aliasing enabled. However, I want to add an effect that requires a render-to-texture step. When I add this extra step, I lose all ...
0
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1answer
411 views

Skeletal animation with ASSIMP, COLLADA, and glm

I have been trying to learn how to implement skeletal animation (skinning) from COLLADA files using ASSIMP and glm. But after a week of being stuck reading different tutorials and posts I have found ...
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0answers
163 views

Why current scene in cocos2dx has no children when accessed from outside scene class?

I want to access a sprite in a scene, but I cannot get the running scene from outside the scene class. The scene is created using: Scene* MyScene::createScene() { auto scene = Scene::create(); ...
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1answer
406 views

How can I do sprite batching in SFML?

I'm new to game dev and using SFML. I need to use lots of sprites at the same time, so I will probably need sprite batching. I know that sprite batching is used to draw multiple sprites with a single ...
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0answers
68 views

Cocos2dx How to show different parts of a scene in a split screen

I come from an SFML background and you could show different parts of a scene in split screens by manipulating sf::View. Is there any way to do it with Cocos2dx? I plan to make a split screen game but ...
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1answer
202 views

How do I get GLEW to use my Nvidia GPU instead of an integrated Intel card?

I'm new to graphics programming, though not to coding generally. I've been learning opengl from the OpenGL Superbible, 6th Edition. I was trying out the shader examples from the book but couldn't get ...
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2answers
511 views

How do I create and implement a sprite sheet for my SFML game?

I have a game I am currently working on, and I have created 6 16 frame animations for my player character. Currently each of these are saved as seperate .jpg files, which are about 1.5x bigger than I ...
0
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1answer
108 views

Collision Detection algorithm using Line Detection

For a 2D physics sandbox I am working on, I need a way of detecting detecting a collision using lines. This sandbox uses a class called Particle, which has a x and a y (stored as a struct called ...
0
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1answer
67 views

Is there a significant amount of overhead when using STL containers instead of plain arrays?

I have read discouraging statements about using plain arrays in c++. Where videogame development is involved we are aiming, as far as I know, at max speed execution. STL containers (such as ...
2
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2answers
156 views

How to resolve collision between a dynamic AABB and static AABB?

I wanted to ask, how do I resolve collision between 2 cubes - in my case I want to push a moving / dynamic cube (used for the player) out of another static cube (used for the floor or objects in the ...
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1answer
138 views

Problem with 2D matrix transform og shapes

I have set myself onto the task of creating a class BaseObject, which represents a graphics object with an associated shape as the member variable shape, which is a pointer an object Polygon. I'll ...
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0answers
55 views

Calculating Bounding Rect

I'm trying to clone space invader of atari and I have problem with bounding rect calculations.. the rect is not correctly bounded.. maybe I have problem with the transformations void ...
0
votes
1answer
147 views

How should I choose between Vec3 and Vec4?

I find myself torn between using Vec3's vs Vec4's for representing position, directions, etc in my non-gpu code. I see the obvious benefit of using Vec3s for stuff like data in buffers, to more ...
0
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1answer
124 views

DirectX RenderTargetTexture bound to both RTV and SRV

After following the 22th tutorial of Rastertek. I and some others on the internet have had an error. Despite following the tutorial to the letter. However, the answers to this error message have been ...
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4answers
664 views

Object orientated design for RPG character creation

This question may not be helpful to some but I'll ask anyway. I've hit a bit of a object orientated design issue. Making a RPG and the user gets to choose their own class i.e warrior/rogue/etc. ...
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1answer
95 views

Organizing a Transform class to internally use quaternions

So, I'm interested in building a Transform class similar to the one used in Unity Engine, but in C++. My intent is for it to be user-friendly to change the position, rotation, and scale of a variable ...