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(); m_pCamera-...
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 ...
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 ...
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 ...
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)?
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 ...
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 ...