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

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2
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3answers
1k 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 ...
1
vote
3answers
412 views

Moving one object from one point to another with acceleration

How would someone implement moving an object from one point in 2D space to another using these formulae to update objects: m_position.setX/Y( m_position.X/Y() + m_velocity.X/Y() * dt + 0.5 * m_acc * ...
6
votes
2answers
288 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. ...
4
votes
2answers
165 views

Graph search with a high number of actions

I have implemented A* to reach a goal state from a start state. My state is position X,Y, angle and others state variable. I have a number of actions. What I call actions is : A* on a grid has 4/8 ...
3
votes
2answers
132 views

How do i implement a hit box system in a fighting game?

In a fighting game a move that you execute is basically just a series of hit boxes that are enabled and disabled at certain times. I want to know how do you create this hit box system. I have no idea ...
3
votes
2answers
647 views

How do I Rigidbody.AddForce(Vector3) in Unreal Engine?

I am coming from the Unity Engine, and trying to get my feet wet with Unreal Engine 4.8.x. I want to add a one-time force to an object. To accomplish this in Unity 5, I would use: void Start(){ ...
2
votes
2answers
1k views

Drawing a continuous line with onTouchMoved callback

i'm trying to draw a continues spline on every onTouchMoved call, the functionality is supposed to be similar to the line drawing used in the iOS game - flight control. i'm using it in the following ...
2
votes
2answers
512 views

Should I draw directly on a CCLayer or a CCSprite?

Now I am a little confused in my cocos2d-x cpp project. I want to draw lines with user's finger touch. Following the screenshot of a CCScene: In the screen, there are two squares. I want show an ...
1
vote
2answers
121 views

How can I represent a tile-based map and related properties on disk?

I'm trying to load a tile-based map in my game. I've been watching SDL tutorials for a while now but they never covered how to represent the map in a file? How can I represent a tile map on-disk in a ...
1
vote
2answers
370 views

DirectX map/unmap

In my 2d game i want to use dynamic buffers to render sprites. My question is, when should i map unmap buffer? The 2 possibilities are: #1 //game logic map() fill buffer unmap() render() #2 //...
1
vote
2answers
390 views

What's the most efficient way to deal with in-game messages in Allegro 5?

I have a little 2D game made with Allegro, and I want to introduce strings during gameplay. For example, I've just made it so a key is needed to open a door, so I'd need some tutorial text to appear ...
0
votes
2answers
258 views

Render specific part of a texture in OpenGL (2D Sprite Sheet)

I've looked at this answer to find out how to render just a part of a texture: http://stackoverflow.com/questions/6884285/c-opengl-render-part-of-an-image I tried that, but the problem is, this is how ...
-1
votes
2answers
97 views

What is the most efficient way to render water?

Would I create the water surface mesh in C++, and control the movement/animation in the CPU, and afterward apply any shaders (reflect/refraction/caustics/etc..). Or should I only create the mesh in C++...
-1
votes
2answers
89 views

Change sprite position

I have Sprite and i want change my Sprite position when score == 2 score = 0; auto bird = Sprite::create("bird.png"); bird->setPosition(Point(-visibleSize.width, -visibleSize.height));...
-1
votes
2answers
185 views

Segmentation fault adding SDL_Surface

I'm trying to add a new SDL_Surface to my whack-a-mole clone code but even if I set it to null it wont let me. game.h #include<SDL2/SDL.h> #include<SDL2/SDL_image.h> #include<string&...
0
votes
1answer
31 views

Texture Wrapping isn't being applied properly

I've debugged my application with codeXL and can verify that my texture is getting these attributes applied: GL_TEXTURE_MIN_FILTER: GL_LINEAR GL_TEXTURE_MAG_FILTER: GL_LINEAR GL_TEXTURE_WRAP_S: ...
0
votes
1answer
39 views

Load 2 triangles in a simple DX11 example

I'm following this tutorial, where they show how to setup a simple dx11 demo with a green triangle in the middle. I'd like to be able to modify it so that it shows 2 triangles instead, i modified the ...
0
votes
1answer
100 views

How to Load and Apply a Cube Map with DDS Texture Loader?

So I have been spending a lot of time recently implementing a working skybox/skysphere, and have almost completed it. The last thing that I need to do is to load my given texture, a skybox texture ...
0
votes
1answer
68 views

Intersecting rectangles in space

I need to intersect 1 million spatial polygons (specified using their Minimum Bounding Rectangles) with 4 completely disjoint MBR's (MBR1,MBR2,MBR3,MBR4) in space. MBR1, MBR2, MBR3 and MBR4 divide the ...
0
votes
1answer
70 views

DirectX 11 Problem with texture loading

I am trying to load a texture into my 3d graphics application. I am having trouble with my sampler state specifically. There are no errors generated just my little popup window saying, "Texture failed ...
0
votes
1answer
44 views

How to render IDirect3DSurface9 in my window?

I have some code that captures the screen and save data into a surface. g_pDirect3D_Device->GetFrontBufferData(0, pSurface); All is ok, now I want to display pSurface in my window. I want to ...
0
votes
1answer
65 views

Sprite Sheet Texture not being rendered

I'm making space invaders (in OpenGL/SDL) and I've run into a problem when trying to draw the sprite for the spaceship from the spritesheet. In my entity class, I have a pointer for the sprite that ...
0
votes
1answer
59 views

How to unload/remove body components in Box2D?

I want to know how to release/clear/remove a variable. (specifically b2BodyDef, b2Body, b2FixtureDef, b2PolygonShape types.) I've heard there's a keyword called delete, guessing by it's name it may ...
0
votes
1answer
97 views

Cocos2d background sound not playing a second time C++

I'm using cocos2d-x on windows10 UWP project. I use the SimpleAudioEngine to load the music: CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("level_music1.wav",true); On the ...
0
votes
1answer
59 views

Invalid GLSL on some machines

I'm writing a game engine using OpenGL 4.3 using gcc 5, mainly to teach myself graphics programming. Initial development was on my Surface Pro 3 using mingw-w64 and worked like a charm. I've decided ...
0
votes
1answer
272 views

Can't draw lines in 2D space with GLFW and OpenGL

I'm trying to draw a grid in 2D space using GLFW and OpenGL but for some reason I only get this on the screen: Here's my code: #include <GLFW/glfw3.h> #include <stdlib.h> #include <...
0
votes
1answer
144 views

DX9 How to Apply HLSL Shader with StretchRect

Using DirectX 9,I'm trying to run a HLSL pixel shader on video frame data while copying it from one texture buffer to another texture buffer without displaying it. StretchRect at the end is what ...
0
votes
1answer
435 views

How to get `Label::createWithTTF` to support RTL languages such as arabic

Firstly, I'm using Cocos2d-x v3.6, Visual Studio 2013 uses(UTF-8 without signature option) and C++. When using Label::createWithTTF method to write Arabic text, It appear like the following. ...
0
votes
1answer
74 views

FindNextValidTechnique fails

My effect file compiles successfully, but FindNextValidTechnique fails. Technique part of the shader: technique Diffuse { pass Pass0 { VertexShader = compile vs_2_0 VertexShaderMain()...
0
votes
1answer
344 views

Cocos2d - Physics bodies randomly loosing Velocity along an axis after impact

This just started occurring and seems to randomly happen during, and between, game sessions. A dynamic moving body collides with a static body and instead of bouncing off looses (almost completely) it'...
0
votes
1answer
699 views

post on Facebook from cocos2d-x on windows phone

Is it possible to share/post on Facebook from cocos2d-x on windows phone. Is there any example/tutorial available.
0
votes
1answer
1k 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
1answer
83 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 ...
0
votes
1answer
150 views

Jittery Rotational Movement with Arcball implementation

I have an assignment where I need to implement arcball using Opengl (~2.0). I have it more or less implemented but I have a some problems/issues/bugs and I'm not sure whats either causing them or how ...
0
votes
1answer
148 views

Integer linear program solver based AI

Is Integer Linear Programming a viable solution for a turn based game AI? My current AI solution uses an ILP solver. If you are unfamiliar with ILP, it uses a collection of Booleans to find most ...
-1
votes
1answer
200 views

UE4: Subclass problem: cannot access private member declared in parent class?

I get the following error: [...]\ClassB.cpp:7: erreur : C2248: 'UClassA::UClassA' : cannot access private member declared in class 'UClassA' [...]\ClassA.h:12: see declaration of 'AClassA::...
-1
votes
1answer
552 views

How to compute matrix transform local/world on OpenGL

I'm developing an OpenGL program where each object / entity contains m_WorldPosition, m_WorldOrientation, m_WorldScale and m_WorldTransform (Vector3, Quaternion, Vector3 and Matrix4f). The problem is ...
-1
votes
1answer
302 views

filling the empty spaces in a certain region in a grid using c++

Hi guys i am struggling to find the optimal way to fill the grid of a certain region. In the above example lets say my player is at (7,5) and traveled (2,0) and i have the information of all the ...
-1
votes
1answer
474 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 ...
-1
votes
1answer
157 views

Can not seem to adjust the speed of my Car

I'm programming in C++, rendering in OpenGL and using GLM for matrix/vector manipulation and I have implemented very (very) basic car controls; ignoring many forces that are present in reality. Since ...
-1
votes
1answer
189 views

Texture doesn't draw correct

I'm writing a game using SFLM and Opengl but when I create a terrain i got some OpenGl problems. I use heightmaps to generate a terrain but when I load the texture on it the texture is not correct ...
-1
votes
1answer
552 views

Changing map 0,0 origin to top left while using D3DXMatrixOrthoLH

Thanks to Tetrad (for pointing out D3DXMatrixOrthoLH ) I have figured out how to set it up in DirectX9. However, the problem I am now facing is my 0,0 mouse position is now in the middle. What I ...
-1
votes
1answer
156 views

DirectX UV Coordinates not responding?

My UV coordinates never respond to me for some reason. It is just UV mapping itself in the smallest way possible. It's a tile-able texture and the program is subdividing so much I can't even zoom in ...
-1
votes
1answer
1k views

Windows Events lag behind

I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
-1
votes
1answer
3k views

loading images to the backbuffer / direct3d / c++

i think i just found the solution. 1) the problem is that backbuffer surface and source surface are of different formats - that is why exception was thrown. 2) the image path needed double slash "C\\.....