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

learn more… | top users | synonyms

1
vote
2answers
361 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
1answer
256 views

Bullet 3D Physics Objects Not Rotating?

So I've got Bullet 3D controlling the motion of objects rendered with DirectX. In the clipping below I've got 2 identical rectangles & 5 balls. The lowest rectangle has a mass of 0 and doesn't ...
0
votes
0answers
36 views

I'm looking for an outline of a simple 2D game architecture, as my projects always get overcomplicated [on hold]

So quick backstory: I'm currently getting into game development with C++ and SFML for graphics. I have a pretty solid grasp of C++ so my question is not really language related. What I've been ...
0
votes
0answers
17 views

How to implement Lua thread for Sleep function

I am running into a problem in my game engine right now. I want to be able to call Sleep(number_of_seconds) from .lua file (1 only) and halt the execution of the lua file, WHILE the game is running ...
4
votes
3answers
5k views

Calculating Delta time , what is wrong?

For 2 days now i am trying to calculate the correct delta time for my game , I am starting to getting crazy since i tried all the solutions that i found on the 5 first google pages... What is wrong? I ...
-1
votes
1answer
51 views

Should I use octree or quadtree for my spacial data structures? [on hold]

I would like to know the advantages and disadvantages of using octree or quadtree for spacial data structures? In a 3d gaming setting would you ever need more than 4 children nodes? Does it take ...
0
votes
1answer
44 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 * ...
0
votes
0answers
23 views

SDL won't show images [on hold]

I'm new with C++/SDL and I'm having problems getting textures on screen. I'm trying to make a Tic tac toe as a first project, I know there's probably a lot of bad code but I only want help with the ...
1
vote
1answer
52 views

C++ Frogger game - Logs on Water bounding boxes?

I am making a Frogger game in C++ using SFML but have come across a problem. I have a block of water and log rectangles moving over it (All sprites) and would like the Frog sprite to do something when ...
0
votes
1answer
25 views

Extra sprite spawning when the enemies are redrawn SFML

I am making a game in sfml and at the moment when all of the enemies die. They are set to respawn however when this is happening they are respawning with one extra sprite than before. The code for ...
0
votes
1answer
118 views

Constant buffer not updating

I'm trying to rotate models independently of each other however I cannot for the life of my figure out how. I have gotten to the stage of writing this: std::vector<int>::size_type st = ...
1
vote
1answer
77 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 ...
0
votes
1answer
18 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 ...
0
votes
1answer
32 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 ...
0
votes
1answer
43 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) ...
0
votes
1answer
51 views

calling joystick's force effects in C++

I want to use c++ to call the joystick's force effect if it leaves the parameters. I'm using Logitech Force 3D Pro. For example, when the joystick's cursor goes outside the box, I want the joystick to ...
0
votes
0answers
9 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 ...
1
vote
0answers
30 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. ...
0
votes
1answer
33 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 ...
0
votes
0answers
95 views

Why must SDL compile as a dll [closed]

I'm using SDL for some small games I work on, and I have tried to no avail to change the compiler settings from compile as a dll to a 'normal' project. So my question is, why must SDL compile as a ...
4
votes
1answer
74 views

How to raycast against a physx cloth mesh?

I'm using the PhysX 3.3 SDK in a application and mostly everything is working fine. However, I'm trying to develop a feature that would allow users to click on various actors in the scene and modify ...
2
votes
1answer
1k views

2D water shader in SFML

I want to implement the algorithm for a 2D water surface described here and here. Before somebody finds out, beats me up and deletes this, I'm gonna say it myself. I posted this question over at ...
0
votes
2answers
40 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 ...
0
votes
1answer
72 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 ...
0
votes
1answer
215 views

Animation, Interpolation, & Structure

I have been working on animation in my small game engine recently and I am implementing some interpolation to be used with skeletal animations. I know how to do interpolation but I am not sure where ...
0
votes
1answer
13 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
votes
1answer
103 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 ...
2
votes
2answers
78 views

Box2D Issues determining the side of collision

I'm trying to determine which side of my object a collision is happening. In all of my searching, I have found 2 different proposed solutions, but each one has a major issue. I'm hoping that someone ...
2
votes
0answers
46 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 ...
0
votes
0answers
27 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 ...
1
vote
1answer
183 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
57 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 ...
0
votes
0answers
54 views

Array<byte>^ in Win32 [migrated]

I have a DirectX 11.1 program which is written for Metro style and I want to convert it to Win32 application. I have used a lot of WinRT libraries and most of them are founded for HWND. but I still ...
0
votes
1answer
153 views

DirectX9 Drawing Sprites out of place due to offset

This is my very first time into DirectX. Im trying to make a simple 2D game, just for learning the basics. And i've achieved that. The next step is to draw an animation using sprites. For that, i ...
1
vote
1answer
52 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 ...
0
votes
0answers
44 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. ...
0
votes
0answers
35 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 ...
0
votes
0answers
16 views

DirectX 9 - Troubles on PRT

Does anyone tried to use PRT? I'm asking this because i didn't find out anything in the internet that may help me solve my problem without asking here for help. So my question is - why the code below ...
5
votes
1answer
201 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 ...
0
votes
1answer
45 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, ...
1
vote
2answers
316 views

Calculating shadowmap coordinates for cubemap in shading pass?

I'm trying to implement shadow mapping with cube maps. I believe I've done the first stage by filling the cube map, but for the final shading pass I am unsure how to exactly calculate the cubemap ...
0
votes
2answers
75 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 ...
0
votes
1answer
85 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; ...
0
votes
2answers
130 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 ...
0
votes
0answers
53 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, ...
0
votes
0answers
26 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 ...
0
votes
1answer
262 views

Rendering multiple meshes in directx11

Recently I have tried adding rendering with multiple meshes in my program. This did not go too well. The attempt I currently have goes like this bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = ...
0
votes
1answer
52 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 ...
37
votes
7answers
6k views

What are the performance difference between unsigned and signed integers? [closed]

I am aware of the performance hit when mixing signed ints with floats. Is it any worse to mix unsigned ints with floats? Is there any hit when mixing signed/unsigned without floats? Do the ...
3
votes
1answer
64 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" ...