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

learn more… | top users | synonyms

0
votes
2answers
123 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, ...
1
vote
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
178 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
319 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 ...
1
vote
0answers
50 views

How do I make a game object move at an angle in an integer-indexed grid? [duplicate]

I'm making a game in SDL2 and C++. I want a way to make any game object move in a specific direction. I've thought of assigning each object a direction in radians, from 0 until 2 PI where 0 would ...
2
votes
1answer
399 views

How can I forward GLFW's keyboard input to another object?

I'm having trouble trying to execute keyboard events in a another class with GLFW3. The problem I'm having is that GLFW3 uses a static function for input as shown: static UI u; ... ... static void ...
2
votes
1answer
140 views

ECS how to access multiple components (not the same one) in a system?

I'm implementing a basic entity component system from http://entity-systems.wikidot.com/rdbms-with-code-in-systems#java in C++, but I don't quite understand how I could do multiple components (not the ...
-1
votes
1answer
41 views

parsing normals from OBJ problem

my attempt at loading obj and calculating normals per vertex is not working: getline(OBJfile, line); istringstream iss(line); iss >> x >> ...
3
votes
1answer
121 views

Using normals in DirectX 10

I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates ...
1
vote
3answers
99 views

Why is my FPS computation yielding higher numbers than I expect?

I have following code: void Game::execute() { isExit = false; init(); double dt = 1.0 / 60.0; boost::timer timer; double accumulator = 0.0; boost::timer fps_timer; int ...
0
votes
0answers
12 views

how to attach normals to my mesh in d3d10 [duplicate]

so ive got a working OBJ loader that loads vertices, indices, tex coords, and normals.. as of right now it doesn't process tex coords or normals but it stores them in arrays and creates a valid mesh ...
1
vote
2answers
99 views

How do I correctly multiply an XMMATRIX by a scalar?

Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B ...
0
votes
1answer
71 views

Getting invalid argument error on R32G32B32_FLOAT texture creation

D3D11_TEXTURE2D_DESC texDesc; texDesc.ArraySize = 1; texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; texDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT; ...
1
vote
0answers
64 views

SDL_FillRect() causes access violation on palletized surface with specific inputs [closed]

SDL2-2.0.1, Windows 7, MSVC 2008. Originally saw this problem with the release SDL libs, debugging now with the development libs. Following is the entire program I'm running, minus error checking for ...
2
votes
1answer
64 views

What are the parameters for btHingeConstraint::setLimit

What does each parameter in btHingeConstraint::setLimit do to the hinge constraint? void btHingeConstraint::setLimit ( btScalar low, btScalar high, btScalar _softness = ...
1
vote
1answer
150 views

How can I have human-readable key names in a configuration file?

Given a file mapping keys to controls, such as this: up w down s left a right d jump space run shift crouch ctrl The values need to be converted into game commands, ...
0
votes
1answer
60 views

Drawing .mtl files in Directx

So I've created my own obj loader and it loads normal's, UV's, vertices, indices and faces.. but it will only draw the whole obj a single color. I would like my loader to display the model as if it ...
0
votes
1answer
37 views

Problem with .hdr/.pic format

So, everything was clear from the specification point of view, but when I moved to reading through some of the original implementations and reimplementations, I ran into this: f = ...
0
votes
1answer
222 views

How do I determine the look-at vector of a free-look camera?

I'm trying to create a free-look camera with DirectX 10. I've figured out how to get the directions for forward and back and left to right. However, I don't know how to rotate the look-at vector of ...
10
votes
2answers
2k views

How do you draw a straight line between two points in a bitmap?

I'm playing around with height maps (bitmaps), trying to create some of my own in my game, and for that I need to implement some basic drawing methods. I've quickly realized that drawing straight ...
-1
votes
1answer
74 views

Should I reuse vertex buffers for multiple draw operations? Would this be more efficient?

I am constructing the game scenario and buttons using Vertex Buffers. I am making a v_buffer for each item, and then releasing them. I don't like my method. Should I reuse my vertex buffer for ...
0
votes
1answer
111 views

How can I move the view in a DirectX game?

I'm making a game in C++ using Direct3D 9. How do I move the camera at constant rate? I'm making a Flappy Bird type game and I'd like to move the camera forward through the level.
1
vote
1answer
110 views

How do I flip upside down fonts in FTGL [closed]

I just use FTGL to use it in my app. I want to use the version FTBufferFont to render font but it renders in the wrong way. The font(texture?buffer?) is flipped in the wrong axis. I want to use ...
1
vote
1answer
179 views

How Extract Frustum Planes from Clip Coordinates?

I'm having some problems with my Frustum Culling and I want to debug it, so I'm trying to render it's planes, to see exatly the Frustum. But I'm using the Clip Coordinates to do the culling (like ...
0
votes
0answers
126 views

Why does Assimp appear to be loading vertices in the incorrect order in this code?

I'm getting a weird bug in my code that is reading in the vertices from an .obj file. The .obj file is just a cube, hence there are eight vertices. When I print out the vector it seems to work ...
3
votes
1answer
215 views

First encounter with dynamic lighting [closed]

I have a game idea with lots of pretty lights (literally) in mind that I would really love to implement, but I have essentially zero experience with shadow mapping, deferred rendering, the lot of it. ...
1
vote
3answers
862 views

How can I use a char array to store image data?

I am learning the physics engine Chipmunk. In the source code, the example demo "LogoSmash" uses char array to store image_data, but I don't understand how to do that, it's amazing! Here is the ...
0
votes
1answer
139 views

What would be the easiest way to keep objects at a constant point on a 2D map, even when off-screen?

Like in Starcraft, where your army units stay put even though your view is moving around the map. I have a static tiled map that I made using Mappy and I can display that fine, I just want my ...
0
votes
1answer
169 views

How to architect collision detection in SFML

I have a pretty simple game engine that I'm making for a 2d platformer game. I don't want it to be super advanced, but it does have some basic properties. Most important to this question is a class ...
0
votes
2answers
70 views

Collision detection in seemingly random locations [closed]

I have a square that moves around with user input and should return to top left of screen when it collides with one of the rectangles on the screen. It works fine when the the rectangles are not ...
0
votes
2answers
203 views

Texture coordinates for a 3D box

I have a box model in my DirectX application, stored as 8 vertices: MyVertex vertices[] = { { DirectX::XMFLOAT3( - 1.0f, + 1.0f, - 1.0f ), /*,tex coord...*/}, //0 { DirectX::XMFLOAT3( + ...
3
votes
2answers
408 views

When would you use an octree in a voxel Engine?

I've been reading about Octrees, and I understand how they work (or at least I think I do). However, I can't figure out why you would use octrees instead of a simple multidimensional array. In my ...
2
votes
2answers
198 views

Why is GL_TEXTURE_MAX_ANISOTROPY_EXT undefined?

So I'm writing my texture class in my opengl game, I get to the part where I would normally set GL_TEXTURE_MAX_ANISOTROPY_EXT, and I'm shocked to discover that it's undefined! This exact same ...
0
votes
1answer
83 views

Heightmaps with several textures

I got a full functioning heightmap loader, however I can only use one texture. Now I want to implement more textures (like diffrent textures depending on heights ect, Possibly a structure that makes ...
1
vote
2answers
145 views

Load texture from different thread

I am trying to load textures from a different thread but it fails everytime on this following method: D3DX10CreateShaderResourceViewFromFile Turning off my multithreaded routines make the textures ...
6
votes
2answers
472 views

Triangle-triangle continuous collision detection

I am making a 3D game engine and I use continuous collision detection. I am using Sphere-Trees to cull primitive collision checks to a minimum. However, I'd like to perform continuous ...
1
vote
1answer
95 views

Is there a robust way to get a pointer to a resource when I have a handle to its base type that doesn't rely on dynamic_cast?

I'm building my own pet engine and after struggling with how to handle resource ownership for a while, I came across this question and specifically Josh and Sean's responses (as well as Sean's blog on ...
0
votes
1answer
70 views

Bullet3: Issue with applying force once an object is at rest

I just started using bullet and I'm having an issue where once my rigid body is at reset at the floor it won't move when I apply a force to it. I have created a small demo to show this using the ...
0
votes
1answer
208 views

How to get plane rotation by known normal vector

I have a FPP quaternion Camera and Plane with known normal vector. I want to find the orientation of this Plane so I can replace it to the Camera orientation to put the camera forward vector to a ...
3
votes
1answer
181 views

How to design a useful scripting system?

I have decided to use the Squirrel (probably doesn't matter much for this question) scripting language in my C++ project. I'm wondering how game developers usually handle scripting in their games. ...
3
votes
1answer
66 views

Why does my PixelShader ignore color but respond to alpha changes?

I started teaching myself some DirectX a short time ago and found something I'm confused about. For some reason, I can only get the color of the model I'm drawing to vary between black and white, ...
0
votes
1answer
76 views

Tangent plane vectors smoothing with vertex normals [closed]

I'm trying to find a way to smooth out normals obtained from cross product of tangent and bitangent vectors calculated per face basis. I've already asked a similar question on SO, however with no ...
1
vote
1answer
137 views

Where to put my entity component messaging functionality?

I've done my research and read as many articles and posts on messaging and ECS's as I could find to help me get mine working. However, I'm at a roadblock on how to get my messag functionality to be ...
0
votes
1answer
186 views

Why does this code to filter events with SDL not function properly?

According to the SDL2 wiki, SDL_SetEventFilter : Use this function to set up a filter to process all events before they change internal state and are posted to the internal event queue. ...
1
vote
1answer
47 views

Vertexquads are not being drawn in 2D space

I started teaching myself DirectX a short time ago and have come across a problem which I can't figure out by myself unfortunately. I'm trying to build my own font system, so I can draw strings in 2D ...
1
vote
1answer
77 views

Why does rendering a gradiented shape leave gaps?

Sometimes when I am drawing objects that aren't 'linear' (e.g. rounded edges, circles, ellipses, diagonal lines, etc) I this weird effect of some pixels at certain points not getting drawn. It's ...
6
votes
2answers
186 views

How do I avoid interpolation artefacts when scaling up a heightmap?

I am using a bicubic interpolation algorithm in order to upscale a height map, and I am noticing some artifacts around the pixels boundaries. However, these artifacts don't seem to appear when I use a ...
2
votes
1answer
117 views

How to work with smaller intermediate textures in OpenGL and GLSL?

I'm working on a project rendering water simulated through smoothed-particle hydrodynamics (SPH) with a non-photorealistic look to use in games. In the actual stage of the project everything about ...
2
votes
0answers
279 views

C++ FPS game collision detection with partitioning system or physics engine? [closed]

I'm working on a small FPS game (as a hobby and for learning purposes, nothing else) built with C++ in OpenGL (from scratch). Documenting online on the kind of strategy someone would approach with ...
0
votes
2answers
122 views

What interface should be responsible for specifying the initial position of a game object?

I'm making a simple Pong clone game and have been having an issue deciding on how my classes should handle the initial placement of an object. For instance, my Ball class's constructor is: Ball ...