A 3D or pseudo-3D action game genre categorized most famously by its first-person perspective and a bias towards ranged projectile combat.

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2
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2answers
324 views

Multiplayer FPS Gameplay: How to encourage players to dispense ammo?

In the Battlefield: Hardline beta, players can now obtain health and ammo directly from other players, without having to ask for it via the command rose. Here's two examples of how asking for health ...
4
votes
4answers
2k views

Why do most FPS games have a machine gun, shotgun, and sniper rifle?

Most folks who've played FPS games would have noticed that the same weapons tend to reappear again and again, such as machine guns and shotguns. There was once a lot of innovation in the types of ...
20
votes
2answers
5k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
0
votes
1answer
403 views

Free Look Camera Like Arma 2 while pressing ALT [closed]

I'm trying to create a simple script that give me the possibility to rotate the camera while pressing a key. So, in a pseudo-code way, how I can intercept the Input event and limit the player's ...
1
vote
1answer
446 views

Adjusting server-side tickrate dynamically

I know nothing of game development/this site, so I apologise if this is completely foobar. Today I experimented with building a small game loop for a network game (think MW3, CSGO etc). I was ...
12
votes
2answers
1k views

Shooting the bullet out of the gun instead of the camera, yet keeping it accurate with respect to the reticle

I'm working on a first person game, and I've ran into a problem. In my game, there's the player's gun being rendered, as well as a reticle in the center of the screen - like this: First, Let's ...
1
vote
1answer
927 views

Game Loop: Best way to limit the fps? [duplicate]

My game-loop looks like this: public void run() { init(); final double amountOfTicks = 60.0; double ns = 1000000000.0 / amountOfTicks; long ...
3
votes
3answers
347 views

How can I model a “weapon overheating” mechanic?

I want to create a weapon overheating system very similar to the plasma rifle in Halo. You can watch a video of the plasma rifle firing. What I want to do is to create a flexible logic that can be ...
0
votes
1answer
3k views

Anyone know the frames per second that IOS apps run?

Anyone know the frame rate that iphones, ipads, and even android mobiles run?
0
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1answer
458 views

First person shooter camera movement

I am making an FPS in XNA. I cannot seem to make a FPS camera that I can move Forward, Back, Side to Side using the keyboard. How do I do that?
0
votes
1answer
105 views

Displaying performance data per engine subsystem

Our game (Android based) traces how long it takes to do the world logic updates, and how long it takes to a render a frame to the device screen. These traces are collected every frame, and displayed ...
1
vote
2answers
173 views

MMOFPS Player Positions [closed]

I'm working on a MMO game project. I have a question about MMOFPS game architecture. (I have basic network knowladge) (MMOFPS) I want to send player position to other players(clients) and other ...
1
vote
3answers
658 views

First Person Shooter vertical mouse aim

I've just started writing a 3D First Person Shooter in Java, and I'm having a bit of trouble with tracking the mouse movements and moving the camera accordingly. I'm implementing typical FPS movement, ...
10
votes
4answers
4k views

How to implement mouselook in the browser?

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?
6
votes
5answers
1k views

FPS games: don't they have unrealistic one-eyed view? What are the causes?

I have played many fps games, and noticed that the camera perspective is similar to the 'one eyed view' of the surroundings. It does not feel like bilinear. :/ Is it because of the single flat view ...
2
votes
1answer
149 views

What's the term for the “vertical looking angle” in FPSs?

I guess the "vertical angle" of looking in an FPS could be called the pitch of the camera, but surely there is another term for it? (I'm trying to mod ArmA II, but I can't find anything in their ...
-5
votes
2answers
231 views

enemy shooting towards FPS [closed]

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 ...
-1
votes
1answer
252 views

problem with bullets shooting in FPS game

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 ...
1
vote
1answer
174 views

Client Side Prediction for a Look Vector

So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the ...
4
votes
5answers
9k views

How does one develop a first person shooter with a one man team? [closed]

I have an idea for a first person shooter game and I have plenty of free time to work on it. I know java and objective-c very well and I also know autodesk inventor (which is similar to 3ds max). ...
2
votes
3answers
314 views

How can I customize an FPS game?

I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). ...
1
vote
1answer
187 views

In a client server first person shooter how does the server keep track of each player's hit boxes?

Do all the clients send a transformation matrix for each of the hit boxes which make up the character?
-2
votes
1answer
389 views

a 96kb 3d first person shooter [closed]

There was a game that look like Quake-3 graphics but is only 96kb. What was its name? In the game, there were spider-like creatures and i was shooting at them. I forgot the name. When the ...
2
votes
2answers
497 views

What is the proper term for “permanent world”?

How to name the fact that for a MMO game there's one big session, the same things are happening for all the players, you log out and after two days log in to the same place as the same person ? I'd ...
3
votes
1answer
251 views

How many UDP ports for an MMOFPS

I'm designing an MMOFPS. I'm not sure whether to use one UDP port for all clients or one UDP port per client. Or is there another alternative? Currently UDP is only being used for position data (X,...
5
votes
2answers
4k views

FPS networking with server sending input instead of gamestate

Why do all fps games have the server send gamestate instead of input which is smaller? One reason I can sort of see is that if the server sends input to the clients and a packet gets dropped then the ...
-1
votes
1answer
541 views

First person camera is somehow “magically” expanding

I'm making a first-person game, and I've gotten the camera done (modified version of Lloyd Goodall's code), but whenever I scale an object, it doesn't appear bigger, but the speed of movement seems to ...
0
votes
1answer
406 views

Client-side prediction for FPS

People that understand client-side prediction and client-side interpolation, I have a question: When I play the game Team Fortress 2, and type cl_predict 1 into the developer's console, it enables ...
3
votes
1answer
301 views

Is it worth it, to try and prevent cheaters?

Perhaps one of the biggest issues that plague FPS-games are cheaters. If you use a server-authoritative model, you will prevent some level of cheating. But why do this if people can still aimbot?
3
votes
2answers
572 views

Automatic weapon recoil with that “Counter Strike”-feel

How would you do it? I already found this function for an impulse (helped by math.SE). It works for single shots, but not for automatic weapons. Any ideas?
16
votes
5answers
3k views

What's the best head-bob formula?

Given a point in space, a direction of travel, and a time since start, what's a convincing, non-sickening formula to simulate head bob? What's been successful in previous games? Has there been any ...
4
votes
1answer
350 views

How to handle walking into walls?

Say we have a player who's walking around in first person perspective. He would like to walk forward, but that would put him inside an object, and that's no good. Right now what I do is... (...
10
votes
1answer
1k views
12
votes
2answers
594 views

How does Halo draw projectiles?

I am trying to draw projectiles and doing billboarding. A projectile consists of a bill-boarded "particle" and a "tracer". When I billboard a projectile, it cannot be seen when the player's viewing ...
5
votes
1answer
1k views

Need help for weapon models for Unity

I've been working on this FPS game and I've gotten to the point where I need to start adding the weapons in and have been having trouble creating (unsure of what engine to use) them. Is there an ...
4
votes
1answer
535 views

3d Model Scaling With Camera

I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the ...
5
votes
1answer
668 views

How can I implement view wobble when my player is running?

I'm creating a FPS in XNA. So far its' going great. What I'm looking at doing is replicating the camera movements that you see in Modern Warfare. So, if you are walking the camera stays pretty ...
-2
votes
5answers
4k views

Searching for the right engine for a simple FPS [closed]

With some holiday time coming up I thought it might be interesting to look to try and make a game that's been in my mind for a while now. I'm a professional programmer so I have experience with most ...
-2
votes
1answer
523 views

vector collision on polygon in 3d space detection/testing?

In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can ...
2
votes
1answer
384 views

How to create a view looking down the sight of the gun

I am in the midst of creating an FPS game using XNA. I am using the camera class from the First Person camera demo from dhpoware.com, and everything is working great. What I'd like to implement is ...
11
votes
2answers
2k views

Multiplayer FPS server side performance

This is related to MMO Performance except that question is about bandwidth. This is about cpu load. I put together a simple FPS using node.js and webGL. It's extremely simple, a lot like the ...
4
votes
3answers
1k views

Implementing recoil in a realistic and balanced way?

To clarify, I've seen this post already I really like the idea that the chosen answer suggests, yet when I go to implement it the recoil still doesn't "feel" right. The problem is mainly the fact ...
6
votes
5answers
1k views

In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool?

All FPS's I know of return unused ammo in a removed magazine back to the users overall ammo count. For example, I have 3 magazines with 30 rounds in each, I fire off 25 rounds and do a magazine ...
6
votes
2answers
528 views

Techniques for bot movement in (first person) shooter games

I was wondering what kind of technologies were used in FPS games to move bots around the level. I know the pathfinding is done using waypoints or navigation meshes but how do the bots actually rotate ...
2
votes
1answer
338 views

XNA Framework and looking around relative to the world instead of camera?

So I've been toying around with creating a game in the XNA framework. A great place to start is simply being able to move and walk around. I kinda have looking around... I start off with the camera ...
3
votes
1answer
1k views

Where can I download the Doom Classic source code, the iOS port?

Doom classic source code for iOS was released by id software, and has a download link on this page: http://www.idsoftware.com/doom-classic/. The issue is that the url doesn't work, I sent an email to ...
11
votes
3answers
563 views

Gravity strength in first person games

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 ...
12
votes
1answer
2k views

Implementing network smoothing

We are making a multipler first person shooter. The client sends it's position to the server at a fixed rate (currently at 10Hz). The server sends a single message contatining all player's positions ...
36
votes
1answer
5k views

Mouse aim in an FPS

I would like to make a First Person Shooter and move the camera with the mouse. The problem is that when the cursor reaches the limits of the screen, the camera won't turn anymore. How can I keep the ...
5
votes
2answers
917 views

Recommended 3D camera settings and model sizes for an FPS

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 ...