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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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?
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1answer
103 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 ...
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2answers
160 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 ...
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3answers
597 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, ...
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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?
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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 ...
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1answer
143 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 ...
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2answers
223 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 ...
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1answer
249 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 ...
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1answer
171 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 ...
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5answers
8k 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
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3answers
310 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). ...
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1answer
182 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?
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1answer
366 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
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2answers
466 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
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1answer
249 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 ...
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2answers
3k 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 ...
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1answer
539 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 ...
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1answer
399 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
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1answer
296 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?
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2answers
484 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?
15
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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
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1answer
338 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... ...
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1answer
1k views
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2answers
582 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 ...
4
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1answer
999 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
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1answer
529 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 ...
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1answer
652 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 ...
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5answers
3k 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 ...
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1answer
504 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
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1answer
380 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
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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
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3answers
958 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
963 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
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2answers
487 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
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1answer
335 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
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1answer
986 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
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3answers
555 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 ...
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0answers
236 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
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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 ...
35
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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
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2answers
832 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
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1answer
865 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(); ...
10
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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)?
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2answers
525 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 ...
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2answers
699 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
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2answers
773 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
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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 ...
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2answers
681 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 ...