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

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16 views

SDL draw dynamic select box

this might seem obvious to many, but I'm stuck and I cannot find any tutorial which helped me, so it would be great to find the answer here. I tried to make a rectangle like you have in RTS games, so ...
0
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1answer
64 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
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1answer
62 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
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0answers
24 views

Ideas for a seminar in computer graphics [on hold]

I'm about to enroll in an "Advanced seminar in computer graphics" as part of my MSc degree in computer science. I'm relatively new to computer graphics, I'm currently in the middle of taking a basic ...
0
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1answer
20 views

Solitaire Game: Transferring Cards Design in C++

So, I'm working on a Solitaire game. I already created a the classes: Card, Pile, Stock. Each work as expected on it's own. My question is: What possible design for managing moving card(s) between the ...
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2answers
51 views

How to keep a shape inside a rectangle

So i'm making a game which is based on randomly generated rooms and i need a way to keep the player inside them and make the player glide when he collides with the room's bounds. I currently have a ...
0
votes
1answer
36 views

SDL pixel access very slow

I'm using SDL and need to plot pixels one by one on the screen. When I do this, it's extremely slow. I followed the tutorial here: http://www.programmersranch.com/2014/02/sdl2-pixel-drawing.html ...
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0answers
17 views

SAT MTV collision resolution jittering

Edit: I have updated my approach a bit, but now the problem is that if i'm outside a wall i stick to it, basically i get the Desired vector of motion and move there. Also how would i adapt this ...
-1
votes
0answers
65 views

A complete guide to becoming a game developer [on hold]

I am an experienced PHP developer who has been programming web apps throughout his career and been using lots of PHP frameworks. Have been trying to create a simple 2D football game recently but I ...
10
votes
1answer
1k views

Efficient path-finding in free space

I've got a game situated in space, and I'd like to issue movement orders, which requires pathfinding. Now, it's my understanding that A* and such mostly apply to trees, and not empty space which does ...
-1
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0answers
25 views

CEGUI 0.8.4 and SDL2. Crash the app after startup

Do not run the compiled lesson. Link to the lesson. https://bitbucket.org/lucebac/cegui/src/ea8f8c814a4d5dbaa56344218659eb68ce173961/application_templates/SDL2.cpp?at=application-templates-devel Link ...
0
votes
1answer
106 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
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1answer
240 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
19 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 ...
0
votes
1answer
28 views

How do i load, render and trasnform 2D images using Direct3D 11 API?

In my small game project using DirectX 11 API, I created a Direct3D device, and can draw 3D meshes, using web tutorials and a book. But I cannot figure out how to load, transform (rotate, scale, ...
3
votes
1answer
101 views

How do I create a multiplayer server also suitable for local single-player?

I've created a voxel game in C++, OpenGL and SFML, and I want to make it multiplayer. I'd like to make it similar to Minecraft's client-server model: The single-player is just a client to the hidden ...
26
votes
5answers
4k views

In 2D, how do I efficiently find the nearest object to a point?

I have a sizable game engine and I'd like a feature for finding the nearest of a list of points. I could simply use the Pythagorean theorem to find each distance and choose the minimum one, but that ...
-1
votes
0answers
25 views

Why are my GLUT/GLEW models only visible for one frame in the framebuffer?

I'm having this problem with an OpenGL program where the models in the scene are only visible for one (the first) frame when rendering them to a texture, and then to the screen. If I render them ...
2
votes
2answers
96 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 ...
1
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2answers
95 views

Proper Text-RPG Monster Generator

I'm making a text-based RPG in C++ just for fun, and in a way that I can keep adding to it and hopefully give it graphics one day, and I've got a lot of code for everything. My only problem is that I ...
-1
votes
1answer
70 views

How can i fix my Ground detection code?

My ground detection works by checking if the player's x position is between the range of a sprite xpos+16 and xpos-16 if it is,then it uses a separate axis theorem on the y axis to see if the player ...
2
votes
1answer
205 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
84 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 ...
1
vote
2answers
94 views

Movement in gameloop

I wonder what the best way is to move the player. Is it best to always check for movement like I do in the first example of is it better to only access the movement function via the input function ...
0
votes
1answer
171 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 ...
6
votes
1answer
182 views

C++ exensible resource manager class with dynamic registration of factories

I've done some some research on my own, so I hope someone can help me finish it. I'm trying to replicate the design of an extensible asset manager featured in this answer. At the moment I have ...
-2
votes
0answers
81 views

unity 5 C# or Unreal Engine 4 C++ [closed]

now with unity 5 and unreal engine 4 both going for AAA graphics(unity) and free(UE4) which is a better choice...i have been working with unity for the past year and C# is boring to program...UE4s C++ ...
7
votes
3answers
6k views

Binding C++ and V8 Javascript from Google

The examples are quite challenging to grasp if you are still getting your head around other things, so the simplest example would be great. Is there a simpler example?
0
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0answers
75 views

Problems with First Person Camera in C++ OpenGL

I'm building a first person camera for my application but I'm having a couple of problems relating to moving the camera. In general, I have 2 vectors, one for the camera's position and one for the ...
1
vote
1answer
130 views

Simulation of ball movement in a 3d landscape. The easiest way?

I have a landscape(generated via Perlin noise) and a ball. I want the ball to move along the geodesic(implementation of basic physics: gravitation, friction). I thought to do raycast around the ball ...
5
votes
5answers
750 views

Implementing game state without switch statements everywhere?

Executive summary Are there any good tutorials on Game State FSMs, particularly OOP/OOD-based and not switch-statement-based? Summary Is there a practical process for creating a game state engine ...
2
votes
1answer
67 views

Creating polygons with separate outline/fill colors in OpenGL

Subject I am creating a terrain map with triangle strips and I would like to make the bodies of the triangles black, but have their outlines be colored. Problem The solution appears to be to draw ...
1
vote
2answers
326 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
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0answers
30 views

How can I create a collision like the ball and peg in Peggle?

I'm making a game which requires the same type of collision as Peggle. I know of the 3 main types (elastic, inelastic and perfectly inelastic) but those result in both objects moving after the ...
0
votes
1answer
41 views

How to figure out if I'm on the right path [closed]

I'm a software developer from Israel, I've been programming professionally since 2011, my first job was in HP software and lasted 2 years after which I decided that I want to pursue my dream in ...
2
votes
2answers
84 views

How can I set up an intuitive perspective projection/view matrix combination in OpenGL, using GLM?

Could anyone help me set up an intuitive perspective camera matrix using OpenGL and the GLM library? By "intuitive" I mean that I want the camera to be looking at the middle of the screen down the -Z ...
46
votes
9answers
32k views

Why don't C++ Game Developers use the boost library? [closed]

So if you spend any time viewing / answering questions over on Stack Overflow under the C++ tag, you will quickly notice that just about everybody uses the boost library; some would even say that if ...
0
votes
1answer
30 views

How to load in meshes efficiently into DirectX11

I wanted to know if there was a standard and efficient method to load meshes from a file into DirectX11. Currently, I'm loading .obj's by parsing them in and storing their information into a vertex ...
1
vote
1answer
77 views

Stepping through 3D noise to generate a cubemap for a sphere

This is somewhat related to a previous question I asked How to create a seamless cubemap noise texture? I have managed to successfully step through a 3D noise function to create a cubemap texture ...
0
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1answer
284 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 = ...
1
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0answers
58 views

Directx 11 full screen

I build simple directx 11 application in c++ that draw square to screen. Also check in the end of the program when I close the last peace of directx the number of free reference. This work great in ...
0
votes
0answers
55 views

OpenGL Slow Rendering Procedures . glDrawArrays

Hello i would like to present my problem here. At the moment i have a scene with about 250 trees , 100 ferns , a player model and a custom generated terrain (from height map). For the past few days i ...
2
votes
1answer
69 views

Character states in component based entity system

I'm working on a Zelda-like game (github), and I made a component-based entity system. I've a Scene class which holds a std::vector of SceneObject. SceneObject is a collection of components Scene ...
0
votes
0answers
28 views

How to use a sprite class in cocos2d-x?

I am writing a game and would like to add child from a different class (Actor.cpp). I try two method to implement the sprite, but neither can show the sprite on the simulator. Do I implement it wrong? ...
-1
votes
0answers
53 views

How should I structure game flow (2D sidescroller in C++)? [on hold]

My question is more specific than the title implies but seemed to long to fully expand in it: My conundrum is whether responding to game events (i.e a collision with solid geometry, picking up items, ...
5
votes
2answers
176 views

Should a game clean up after itself when exiting? [closed]

Should a game/engine clean up after itself(close windows, shut down renderers, close files, free memory) when its closed? The OS should do that anyway, and usually in a faster way. I guess most ...
0
votes
1answer
68 views

Immovable object impact physics

I am trying to do some physics calculations from scratch, and as a result am creating a small bouncing ball example. However, I have some issues getting correct results from my impact physics when the ...
2
votes
1answer
42 views

Since D3DX utility library is deprecated, what can I do about this legacy code?

D3DX Structures utility library is deprecated for Windows 8 and its not supported for Windows Store apps. So my question is, Does anyone know what to replace this legacy code with.. ...
0
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2answers
193 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 ...
0
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0answers
46 views

SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz

As the topic title says. System is Windows 7 64bit. C++. I am not sure why this happens. The refresh rate in the window is 56 hz (calculated in the application from SDL_GetTicks) instead of the ...