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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9
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2answers
1k views

Is Xbox Live suitable for a multiplayer FPS?

I'm working on a basic first person shooter. I would eventually also like to publish it on Xbox Live. If I do this, will I still have access to parties (invite and chat)? Does Microsoft provide ...
1
vote
2answers
243 views

How are red dot/reflex/holographic sights implemented?

In first-person-shooters like Call of Duty, the hologram only appears when it is behind the glass portion of the sight. In OpenGL, would it be implemented by rendering the glass to the stencil buffer ...
0
votes
1answer
138 views

How is shot synchronization implemented in multiplayer FPS?

I'm building a 2D multiplayer shooter game. I have singleplayer working and started working on multiplayer part (server code,...) and there is one thing I just can't get my head around. When player ...
8
votes
1answer
3k views

Is there any game engine capable of true binaural positional 3D audio? [closed]

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 ...
0
votes
1answer
43 views

Originating direction of shots in an FPS problem

Recently I have been asked on the interview about a maybe simple task to solve a problem. We have a player, that looks in some direction, and a shooter, who already is shooting the player. I must ...
1
vote
1answer
142 views

Simple framerate counter?

I'm making a first person shooter, and I've seen questions like this before, but the answer is either overly complicated or they're using SDL, GLFW, GLUT, or something else. I'm not using any of that. ...
1
vote
2answers
58 views

Correct way of modelling for a multiplayer FPS game

I was wondering what was the best way to model characters for an first person shooter game? Assuming I have 2 modes to show, first person view (the player's view) and 3rd person view (viewing other ...
1
vote
1answer
56 views

Using peer to peer for prediction in a client-server network model

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
2
votes
1answer
154 views

How can I achieve a bullet tracing effect similar to the one in Planetside?

I've noticed that bullet tracers in Planetside 2 don't show up close -- every time I see them, it came from a barrel a ways away. I don't believe Planetside traces every bullet either, because then ...
2
votes
2answers
157 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 ...
3
votes
4answers
475 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 ...
13
votes
2answers
2k 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
136 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
0answers
50 views

Mouselook stutters [closed]

I'm trying to set up mouselook for a 3d game in XNA. The mouselook itself is working but it seems to be stuttering a lot when I use it. The problem is, I have no way of reliably reproducing this ...
0
votes
0answers
365 views

Irrlicht - Camera rotation like FPS

I'm constructing a game in OpenGL and initially I started using GLUT for the general purposes. However, later on I bumped over the problem of 3D model import and, after so many time trying to import ...
3
votes
0answers
296 views

How to achieve 'forward' movement (into the screen) using Cocos2D?

I'm interested in creating a 2.5D first-person shooter (like Doom) and I currently don't understand how to implement the player moving forward. The player will also be able to browse around the world ...
1
vote
1answer
311 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 ...
10
votes
2answers
598 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
231 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 ...
2
votes
3answers
187 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
598 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
votes
0answers
82 views

XNA - Draw FPS Hands? [duplicate]

I'm creating a FPS game in XNA 4. I'm trying to display two hands and a gun in front of the camera. I already the models Hands: How can I do so the fingers and hands position adapts to the gun ...
0
votes
1answer
225 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
95 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 ...
4
votes
2answers
1k views

Perfect FPS camera angle

I am making a multiplayer FPS and I am in search of some helpful tips on the perfect FPS camera angle. Because it is a multiplayer, I am making a full body model holding the gun, I find, however, that ...
1
vote
2answers
144 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
426 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, ...
9
votes
4answers
3k 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?
10
votes
3answers
804 views

Prevent players from wallhacking in an online FPS?

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 ...
6
votes
5answers
949 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
136 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 ...
-4
votes
2answers
203 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
224 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
148 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
5k 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
2answers
533 views

Is it possible to make/translate a 3d engine to ruby on rails?

I am looking to make a 3D FPS that runs inside web browsers. I looked into using WebGL, but it didn't seem far enough along into development. I decided on using RoR because Ruby was a language I knew. ...
2
votes
3answers
288 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
174 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
284 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
440 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
231 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 ...
7
votes
3answers
2k views

How to keep my Quaternion-using FPS camera from tilting and messing up?

I am using an FPS-like camera, and it uses quaternions. But, whenever I try looking up and then sideways, it tilts, and sometimes it can turn upside down. How can I fix this?
5
votes
2answers
2k 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
472 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 ...
1
vote
4answers
3k views

Make the game run 60 fps in Irrlicht Engine

I want my game run at 60 fps, but i don't know where to start, i have the simple loop: while(device->run()){ How do i lock the fps to 60?
0
votes
1answer
346 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 ...
2
votes
1answer
255 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?
2
votes
2answers
364 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
votes
5answers
2k 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
296 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... ...