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

learn more… | top users | synonyms (1)

5
votes
1answer
581 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
2k 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
406 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
346 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
1k 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
608 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
810 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
390 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
320 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
687 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
528 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 ...
1
vote
0answers
202 views

Does anybody know any Twitch FPS games that allow you to extensively customize individual bot profiles (OpenArena is one example) [closed]

Specifically I would like to mess with the idea of giving each bot a specific "personality" so to speak. Open Arena provides this functionality, and I'm assuming that Warsow/Nexiuz (Xonotic?) may ...
12
votes
1answer
1k 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 ...
9
votes
2answers
1k views

Could I make a multiplayer fps on xbox live as an indie game?

I'm working on make a very basic first person shooter. At some point I would like to make into an indie game on xbox live but will I have access to parties (invite and chat)? Does Microsoft provide ...
32
votes
1answer
4k 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
633 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 ...
4
votes
1answer
753 views

Improving first person camera and implementing third person camera

I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view. My current setup: draw():: glPushMatrix(); ...
9
votes
3answers
2k views

FPS Collision detection and movement

How is collision detection and movement typically handled in a FPS, particularly handling slight changes in ground height such as stairs (both on incline and decline)?
1
vote
2answers
504 views

Improve mouse movement in first person game

In my current FPS game, I have the mouse setup in a way, that it always forces the position of the mouse to be centered at the screen. This gets the job done, but also gets very annoying, since the ...
1
vote
2answers
632 views

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 ...
10
votes
2answers
721 views

Examples of TIN-based terrain formats in FPS games

Do you know of any terrain formats for FPS games that use a triangulated irregular network (TIN) instead of a grid for elevation representation? Or at least a game whose development tools accept a TIN ...
10
votes
5answers
2k views

What makes aiming in a console first person shooter feel good?

I think it's pretty much universally agreed that simply mapping the analog stick to rotational speed of the character is not good enough to make console first person shooter feel good. So what are ...
5
votes
2answers
626 views

What makes aiming on a PC first person shooter feel good?

I liked this question: http://gamedev.stackexchange.com/questions/1083/what-makes-aiming-in-a-console-first-person-shooter-feel-good So here it is for PC (and its not a dupe because a mouse is hugely ...