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

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0
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2answers
112 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
0
votes
1answer
98 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
0
votes
2answers
108 views

Pointer to member function of another class [closed]

I have two classes, CEffect and CEffectPool. A third class CLevel, is doing most of the stuff in my code. In every frame, it checks each CEffect in CEffectPool, and if it is currently inactive, it ...
3
votes
2answers
265 views

How can I improve my collision detection's performance?

I'm new to programming and want to speed up the collision detection in my C++ 2D platformer game engine. Currently, only the player's collision detection works: Every frame, the player's update ...
0
votes
1answer
67 views

odd line artefacts on my screen? (C++ DirectX11)

I'm getting some odd lines on my screen in my program: They seem to be in a static location on the screen and occur at regular intervals. They are also on the horizontal too but are harder to see in ...
0
votes
0answers
47 views

2D Quads Depth Rendering (DirectX11)

Ok. Did the searches, found some answers that weren't related and a lot of answers telling people to search... Sooo, anyway, pretty simple question. Just looking for a simple answer, no need to go ...
0
votes
1answer
185 views

ECS and life management of entities

I am done with my game's framework and I am trying to implement a life-management system. My framework so far has: Systems that hold pointers to the Entities they are interested in. An Engine ...
4
votes
2answers
119 views

Should I use different input layout for meshes (vertices) with and without normal maps?

I'm writing an DirectX11 game. About 60% of my game models (or "of my vertices") have: Position Texture coordinate Some of them use: Position Texture coordinate Normals And few of them: ...
0
votes
0answers
33 views

What's the best way to handle a game loop in C++? [duplicate]

I want to know what the best way to handle a game loop is in C++ (or any OOP languages). For example, if my game has two rooms - one is the main menu and the other is level 1. I would normally have ...
1
vote
1answer
147 views

What should I do when a VBO becomes too large in OpenGL?

Currently I have one buffer for my vertex data and one buffer for normals data. I fill them and then pass them to OpenGL for rendering. The problem is when I load too large mesh file like "Lucy" from ...
4
votes
1answer
379 views

OpenGL glDisable(GL_TEXTURE_2D) vs glBindTexture(GL_TEXTURE_2D,0)

I would like to ask which one of the glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,0) is better to use after I finished my texture rendering. Is there any difference performance-wise?
0
votes
2answers
93 views

Looping an object to move between two positions

I've search a bit and tried to find a decent answer to this but have failed majorly. Basically I'm trying to loop an AI object between two points. Heres some of the code I have so far: class Object { ...
1
vote
2answers
215 views

Offline texture mipmap generation

I want to generate mipmaps for 2D textures as an offline step. My priority is for image quality, execution time is not a concern. The images will, naturally, always be halved and will always be ...
1
vote
1answer
230 views

Quad Texture to Pixel Screen Space (DirectX 11)

I think I must be using the wrong wording for what I want, because I seached and just kept finding pixel shader questions. But this seems like something that anyone making a 2D game would want. ...
2
votes
1answer
162 views

DirectX particle system. ConstantBuffer

I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world ...
0
votes
1answer
118 views

why is glVertexAttribDivisor crashing?

I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is ...
0
votes
0answers
28 views

“Unresolved external symbol” errors in DirectX: LNK1120 and LNK2019 [duplicate]

I'm making a DirectX 11 framework, but debugging gives me these errors: error LNK2019: unresolved external symbol __imp__DrvGetModuleHandle referenced in function "private: void __thiscall ...
2
votes
3answers
237 views

How can I avoid repeatedly setting up SDL in VS 2013?

Do I have to set up SDL 2.0.3 every time I make a new project? I tried putting sdl.dll in system32 so that I don't have to include it in my project folders, but that didn't work.
1
vote
0answers
78 views

Text alignment in OpenGL with FreeType2

I'm trying to implement font rendering and have got into some trouble with glyph metrics. Here's the code where I get the metrics: Glyph gl; gl.width = face->glyph->metrics.width / 64; ...
0
votes
2answers
211 views

In a multiplayer game, should I store the list of character names on the Player class?

I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on ...
3
votes
1answer
123 views

What are the performance and size tradeoffs of Eigen::Transform versus Eigen::Matrix4f?

We finished migrating from DirectXMath to the Eigen math libraries for our 3D-Game Engine last week for portability reasons. After implementing transformations with matrices as we know them, we found ...
-1
votes
1answer
103 views

Unity's pack 4 floats

Linked to: GLSL pack floats into an RGBA texture I found EncodeFloatRGBA/DecodeFloatRGBA shader functions in Unity https://gist.github.com/hecomi/9580605 Now I try to figure out how they work. So I ...
0
votes
2answers
143 views

Directx9, FBX sdk and indices problem

So I've set up my program, know how to get everything going except for one thing: indices. I've been stumped as to how I retrieve that set of data. Does anyone know what I function I need to get them? ...
3
votes
1answer
320 views

Dynamic Quad/Oct Trees

I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would ...
3
votes
2answers
172 views

OpenGL - Index buffers problem

I have a custom file format that has all the needed information for a 3D mesh (exported from 3ds Max). I've extracted the data for vertices, vertex indices and normals. I pass to OpenGL the vertex ...
0
votes
1answer
89 views

Camera rotation around point, but without centering

Let's say i have the following: Point somewhere in space Camera with position and orientation (up, right, forward) I want to rotate camera around the point, but also keep this point in same place ...
0
votes
2answers
196 views

Is networking programming quite generic

I have only looked into the basics, at least I assume it gets more complex. So does network code really change from one game to the next or is it pretty much portable. For example I can create say a 2 ...
1
vote
3answers
143 views

Implementing a score cheating prevention system in an offline game with an online score board: How to protect game fairness?

This is hopefully a very simple question. It isn't about loading assets (which is all I found while searching) Basically I have a template, say Object_Monster that has stats, abilities, etc. But I ...
0
votes
2answers
171 views

2D Rendering in DX11. Texture Storage and Reference

I'm trying to think of the best way to manage textures in my 2D game. First, I am using DX11, so right now my "textures" are just pointers to a ID3D11ShaderResourceView created by ...
2
votes
2answers
192 views

How do I make a character follow behind another?

I'm creating a game in C++ using OpenGL. I want to add a character into my game who, after meeting the main player, follows the player around. The follower should position themselves directly behind ...
0
votes
1answer
443 views

using eclipse instead of visual studio for cocos2d-x project

im using coco2d-x v 3.0 i made a new windows project to test it and it is working but when i try to build and run a project using this command cocos run -p win32 it is print this error it seem ...
0
votes
0answers
63 views

Bounding box center after transformation - want degree values for GUI

Similar to my previous question, I have a bounding box that I have transformed and scaled. Now, I want to get its center by doing this operation and store this value. bbCenter = glm::vec3(bbMin_x + ...
0
votes
1answer
74 views

Adding Components (classes) to unordered_map in Entity? (Possible typeid as key issue)

I've got a little test put together that has a couple simple Components that are supposed to be added to an Entity, but the addComponent function isn't working; I think it's got something to do with ...
1
vote
2answers
350 views

glGenVertexArrays causes crash

My code keeps crashing at runtime, I have done some creative debugging and determined that it was the glGenVertexArrays that was causing the crash, I've looked around and come across some answers that ...
0
votes
0answers
51 views

Focus a turntable style camera on an object

I have a turntable style camera in the maya / blender / alembic / opensubdiv example. I want to be able to match the camera translation to any objects translation pivot point in the scene and then ...
0
votes
1answer
91 views

Loading Wavefront Data into VAO and Render It

I have successfully loaded a triangulated Wavefront (.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, UV coords, and normals. The last three have the indices stored for ...
3
votes
1answer
134 views

Should my GLSL Shader object/wrapper encapsulate loading/setting a VertexArrayObject?

I am working on a 2D game in C++, with a simple rendering layer over OpenGL. I have a wrapper for GLSL shaders and shader programs, these wrappers encapsulate shader objects into C++ classes and ...
39
votes
7answers
6k views

How does Lua work as a scripting language in games?

I'm a little hazy on what exactly Lua is and how a game that is programmed in C++ would use it. I'm asking primarily about how it is compiled and run. For instance when you use a program written in ...
4
votes
3answers
313 views

Make openGL program only update every 1/60 seconds

I'm learning C++ and openGL and have this program as a result from tutorials and playing around. The problem is that the main loop is running at "full speed", making the program unnecessarily cpu ...
0
votes
1answer
79 views

Point rotation around point, accuracy question

I study OpenGL ES 2.0. But I think it's more a C++ question rather then an OpenGL one. I am stuck with the following rotation question: It is known, that rotation transformation can be applied using ...
1
vote
1answer
201 views

How do I fix my planet-facing camera?

Summary I'm having trouble implementing a camera controller suitable for first person use around a planet. The camera needs to be oriented correctly according to gravity (vector from camera ...
0
votes
0answers
31 views

Calling interactivity functions from object classes

Let's say I have a class object_door. An instance of said class is now in the game world in a locked state. Now to enable the player to open it, he needs to attempt to pick the lock. So I was ...
1
vote
2answers
162 views

Single or multiple inheritance for game world objects

So I am currently laying out on paper the system I want to code for a game in C++. Now currently I am debating whether to have e.g. a class object_door that inherits from another class ...
0
votes
3answers
164 views

How necessary are shader coders? [closed]

I know that gameplay mechanics programmers, either directly working with source or with scripting are needed, however there are so many shaders written already that I would imagine you could find ...
1
vote
1answer
249 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 ...
0
votes
0answers
36 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. ...
0
votes
2answers
285 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 ...
-1
votes
1answer
167 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
votes
2answers
280 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
votes
6answers
4k 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 ...