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

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0
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1answer
10 views

smooth shading vs flat shading, what's the difference in the models?

I'm loading the exact same model with Assimp, except one is exported from Blender, shaded smoothly, and the other was exported from Blender, shaded flatly. Here is my results from loading both into my ...
1
vote
1answer
22 views

What is the alternative to glGetDoublev in openGL 4?

Is there a way to output matrix to a float (or double) array just like glGetDoublev used to do? I'm using opengl 4 and glm library though I can't seem to find anything, which might help.
0
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0answers
14 views

Default material properties and assimp

I am using assimp to import 3d models and I have a question on the default properties on materials, more specifically on the diffuse, ambient and specular material colors. In assimp, if the model ...
2
votes
1answer
38 views

How to rotate camera around some point?

I have screen with dimensions: 800x600. The object that I want to rotate around is located at (400,300, -50) - center of the screen. Orthogonal projection: Near plan - 0.1f, far plane - 1000.0f left - ...
6
votes
0answers
57 views

Which is the best LOD method for planet rendering?

I'm currently working on my thesis, it is an engine to render terrains of planetary size. I'm still finishing my research and I have encountered a lot of stuff about this subject, the problem is that ...
1
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0answers
33 views

Separating rendering and logic thread in GLFW?

I want to separate my rendering thread (the main thread) and my logic thread in my GLFW game. I'm new to the concept of threading inside games. How would this be done? GLFW isn't thread safe so it ...
-2
votes
0answers
94 views

What do game developers use to prevent modding of games that use JIT programming languages?

Before I explain, this is not a "What programming language should I use?" question. So, mods can be a major problem, you see I don't want to make a game someone could easily hack and win every round, ...
-1
votes
1answer
93 views

Optimization of Storage of Spells a Character Knows

I need to store which spells a character knows. While the game is executing I have them stored in a vector. Obviously storing this many values is either going to take a lot of computing to get the ...
0
votes
1answer
63 views

Would it be inefficient to call LWJGL from C++?

I like LWJGL, but Java? Not so much. I recently found out a way to call Java methods from C++. But would this be inefficient? I mean, calling a C/C++ DLL from Java, just to be called back again into ...
1
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0answers
40 views

OpenSceneGraph, multiple instances of a model

Im working on my first project using OpenSceneGraph. The project is a model flight simulator for one of my university courses, I want to be able to load airplanes (consisting of multiple models) and ...
-5
votes
0answers
102 views

Best game engine design? [closed]

So I'm creating a 3D game. It is a simulation style game similar to Roller Coaster Tycoon 3....you create your own theme park and manage it. Therefore I'm going to need things like AI, animation, ...
-2
votes
3answers
261 views

What should I know to start in game development? [closed]

I know this is asked very often here and probably my question will get closed, but I am clueless in this direction. I want to start creating my own PC games. I know C++ and a bit of C#. I created a ...
9
votes
3answers
576 views

Is GNU GCC used for AAA games?

GNU GCC is a very common compiler, but it seems like almost no one uses it for bigger projects like AAA games. To me, it's works just fine, never had a problem with it. But I wonder why all AAA games ...
-2
votes
4answers
156 views

Making 2D Games [closed]

I am starting out on making my own games. I am very interested in making 2D side scrolling games, such as SNES/Mega Drive games and eventually I want to create my own Metroid/Cave Story inspired game. ...
-4
votes
0answers
62 views

OpenGL parsing normals from obj gets shading wrong [closed]

I have written a simple OBJ file parser for my game engine and it renders everything correctly, but, when I try and use the normals to do lighting it gets shaded all wrong! I draw using an index ...
4
votes
1answer
61 views

How to skip the sky in lighting shaders?

I recently implemented a sky in my deferred rendered game. It is a procedurally calculated sphere with a texture applied to it. Unfortunately all lighting shaders (light sources, ambient occlusion) ...
0
votes
0answers
16 views

Design issue: World class only contains Rigidbodies but custom objects need further updating

BACKGROUND: My World class that is responsible for updating the physics for each object in the game contains a std::vector of Rigidbody classes. As Rigidbodies are added to the world, they are also ...
-2
votes
2answers
61 views

Using Win32 and OpenGL in game loop? [closed]

I'm making a Java game library (too many problems with the existing ones) and I'm building the win64 native right now. In the native I need to handle the window, OpenGL contexts, and advanced ...
1
vote
0answers
33 views

Why is my XInput gamepad press stamp not working?

I'm trying to add basic gamepad input to my c++ DirectX game but i'm having some trouble creating a press stamp (registers the press only the first time it's pressed if button held down). The entire ...
-1
votes
0answers
99 views

About C++ Game/Engine Development books [closed]

I would like to ask a question about C++ game/engine programming books. I have C++, Java, C# and various other languages OOP fundamentals, so programming logic is not foreign to me. I'm planning to ...
-2
votes
0answers
64 views

DirectX or Opengl? Good resources [closed]

I am attempting to learn DirectX 11 for game programming (In c++). I want to learn everything from the graphics pipeline and how to begin using DirectX11 to animating 3d graphics (such as characters) ...
2
votes
1answer
96 views

Separation algorithm in flock simulation?

I'm using box2d (the c++ one). I found a method for an arriving behavior (on http://www.red3d.com/cwr/steer/gdc99/ ), which works well, problem is, the bodies are bumping into each other and it ...
4
votes
3answers
136 views

Calculating buoyancy force

I am trying to simulate a buoyancy force for objects submerged/suspended in a fluid in a 2D environment. According to Game Physics: Engine Development: How to Build a Robust Commercial-Grade Physics ...
2
votes
1answer
46 views

Rotating and Translating a Node in Horde3D with Matrices and Quaternions

I have been trying to learn how to use the Horde3D rendering engine for the past couple of days, and so far I have managed to learn a decent amount and integrate Bullet Physics with it as well. My ...
-1
votes
0answers
131 views

Loading .obj file with my own parser; textures aren't mapped correctly

I have written a simple .obj parser for my OpenGL game engine that reads vertices, uv's and normals; but when I get to drawing the model in the texture isn't mapped correctly. I have tried uv.y = ...
-1
votes
1answer
41 views

Trouble using position and colour vertex data in single Array Buffer [closed]

Answer: a simple typo. Of course. Can't close until tomorrow due to reputation. I'm currently learning OpenGL from the new 4.3 guide, and I'm having trouble using position and colour data stored in a ...
-2
votes
1answer
66 views

Irrlicht mouse input

I am trying to make a chess game at this moment, using Irrlicht. It will be a 3D Chess game but apart from most chess games it has one special quality: Free movement of the camera. The Chess game ...
3
votes
0answers
64 views

Custom sampling points for anti-aliasing

I'm trying to write an anti-aliasing shader in HLSL, but I can't find any way to rasterize at a custom point. (in between pixels on the screen, but not orderly like supersampling) Is there any way to ...
-1
votes
0answers
108 views

c++ game programming course [closed]

Does some one know some good C++ Game programming course? I've tried lots of tutorial of OpenGL (3.3+). I've done simple games using opengl and glsl... but... game programming is another thing. ...
-2
votes
0answers
152 views

Fast and minimalistic C++ 3D engine [closed]

I am trying to build a very simple game (ish), and for all this question cares, it's based on minecraft (therefore, no fancy 3D rendering needed). Though I do know a lot about pure OpenGL, there are ...
-2
votes
0answers
99 views

Unable to launch cygpath. Is Cygwin on the path? - cocos2d-x [closed]

I am new to cocos2d-x. I configure cocos2d-x in Windows 8 / Eclipse and I use android-ndk-r8b. First of all, before I get this error of cygpath, I had the following error: "Program bash not found in ...
0
votes
1answer
45 views

How can I access game instance data in a window procedure callback?

In the window procedure message processing function, I have come across a couple of things where I just have no idea what to do apart from declare a class globally so that my window procedure can see ...
1
vote
1answer
90 views

glBufferSubData and offset alignment?

I'm having trouble rendering some of my meshes; some display just fine, some are drawn wrong or not at all. While troubleshooting I was looking at the openGL docs ...
8
votes
5answers
312 views

How can I update Display settings from an Options screen without restarting?

I'm currently creating a 2D RPG in C++11 with Allegro 5 and boost. My goal is to somehow update my game settings when an option is changed in the Options Menu. I don't want to force the user to ...
10
votes
0answers
218 views

My game seems to be incompatible with recording software. What could be causing this?

I've just finished a little Game-Dev project for university and I need to record a video to accompany my submission (just in case they can't get my source to work). Basically my game doesn't work at ...
1
vote
1answer
62 views

Do textures that are inside a shader resource need to be explicitly released too? (DirectX 11)

I have a ID3D11Texture2D (that I've created manually) inside a ID3D11ShaderResourceView. When I want to Release() the resource view, do I need to Release() the texture that it is inside too? Or is it ...
-4
votes
0answers
52 views

Logging in C++ codes, strings and/or blocks for launchers [closed]

Recently I have been doing my own programming and want to know some codes that would help with logging into launchers.
0
votes
1answer
84 views

How to seamlessly texture a cube in OpenGL

I have been following this site as an intro to OpenGL. After going through the model obj loading tutorial, I wanted to create my own .obj (a cube) as well as my own texture. Following this blender ...
0
votes
0answers
21 views

Size of an image imported with FreeImage

I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method ...
-2
votes
0answers
50 views

Setting up Assimp Library for C++/OpenGl [closed]

I am trying to load 3d objects in C++/OpenGl using ASSIMP library. I am trying to figure out how to install ASSIMP. I tried to follow the instructions on ...
0
votes
0answers
78 views

The algorithm for removing a group of adjacent balls of arbitrary shape

I'm writing a game that something like Diamond Dash and/or lines, you can delete on the horizontal / vertical and diagonal directions. Which algorithm is best suited for removing a group of balls ...
6
votes
2answers
136 views

In DirectX 11, batching primitives for performance, how does this actually work?

I don't seem to be able to understand this. Microsoft says that one of the possible optimizations of for a Direct3D 11 if to batch primitives draw calls. For example in order to draw say 300 triangles ...
3
votes
1answer
63 views

Does SDL running on Mac OS not recognize Xbox controllers?

I'm trying to learn a bit of SDL, and have been bouncing between Windows and Mac platforms, but am noticing that an SDL program running on my Macbook doesn't recognize the presence of the Xbox ...
1
vote
1answer
67 views

Flip the whole Directx output horizontally (mirror the output)

I would like to flip the whole fullscreen directX output horizontally so that the final output is presented mirror inverted. Is there a way to create a IDirect3DDevice9 instance which produces ...
-1
votes
0answers
84 views

2D scrolling background sprite, Direct X, and C++

Here is a quick rundown of my problem. I am trying to make a 2D scrolling shooter, using a sprite to render the background. This works fine by itself, it has the scrolling effect I am looking for. The ...
1
vote
0answers
26 views

Bullet btGeneric6DofConstraint and btGeneric6DofSpringConstraint constructor arguments

I have a very simple (and maybe too primitive to post here but I’ll try anyway :P) question about Bullet constraints. What are arguments const btTransform &frameInA, const btTransform ...
0
votes
1answer
55 views

OBB collisions in Buildings

So I decided on using OBB as the main collision detection in my 3D game but I started to wonder how OBB can be used to detect collisions if a player is in a building, an object you can walk into. ...
0
votes
0answers
49 views

textures and bouncing balls inside a cube [closed]

i have a cube with texture but when i add 3 balls so that they bounce on the walls of the cubes everything seemed to be wrong,the balls are not bouncing in the right directions, i want them to bounce ...
-1
votes
1answer
116 views

Why does OpenGL doesn't draw anything to the screen? [closed]

So, I was following the tutorial by Swiftless for openGL 4.x. The program that I created by following his tutorials doesn't output anything. I've tried checking shaders for errors - I don't seen any ...
0
votes
1answer
47 views

Implementing Frame of reference for physics calculations

How would I alter physical calculations to account for frame of reference of a physical body? Currently I have a world that is a collection of rigid body objects that act on each other. There is no ...

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