I am by no means a game designer, so I apologise in advance if I fail to use the proper jargon. Feel free to correct my mistakes. My understanding is that, at the moment, in most if not all ...
WELL first of all I want you to see my game (its deployed on heroku cloud) : http://still-escarpment-3701.herokuapp.com (It takes almost 10 sec to load so please wait for couple of sec) I have ...
Please check out my game here: http://still-escarpment-3701.herokuapp.com The problem is with shooting. The bullets keep on moving with the First person controller instead of moving from the same ...
I noticed how in FPS mode you have cool looking skins on the gloves and weapons but in 3rd they are screwed. Why does a game need this sort of structure ? And also where do you learn how to rig ...
Why do we still moan on wallhackers in multiplayer first-person shooters? Isn't it possible to perform occlusion culling for all players server-side? For example, send player xyz information to ...
In our game, we set the acceleration due to gravity to the appropriate value of 9.8 m/s^2. Although physically correct, it feels more like moving around on the moon.. It feels about right at a value ...
I'm making a simple FPS and I can't decide on the size of my models and my camera settings. Could someone please recommend a good combination of: camera field of view near and far planes model ...
I am currently creating a 3D first-person shooter game in the browser using WebGL. How would I implement mouselook/free look for such a game?
How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement
This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...