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
votes
1answer
142 views

How to fix my camera collision, C# XNA

I am having some weird issues with my camera. I am trying to make it so it is a first person camera, that when the user presses the W or Up key, it moves towards where the camera is looking. My issue ...
1
vote
1answer
34 views

Collision causing FPC to go haywire

I have created a first person controller as an enemy in my game (Zombie). My character is an archer that uses arrows as projectiles that are shot with the following code: if(Input.GetButton("Fire1")) ...
2
votes
1answer
32 views

LibGDX - FPS drops

I've been trying to record some gameplay footage of the game I'm currently working on, using the Android SDK and ADB to do it. Whilst the game runs at constant 60 fps in my medium-end phone, as soon ...
1
vote
0answers
19 views

Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
2
votes
1answer
597 views

In UE4, how do I turn my character's body together with the camera?

I made a simple punch animation in Blender and exported it into Unreal Engine 4. In-game, the character appeared from a 3rd-person perspective, but I made it look like first-person by adjusting the ...
0
votes
1answer
57 views

Sending a players mouse movement to the server in an FPS

So I have a server-client model FPS set up. It uses udp to send data between the two with the server having a constant tick rate of 100 ticks per second (It updates movement 100 times a second) on the ...
5
votes
2answers
212 views

FPS Crosshair, Should it be drawn on center of the screen or to the forward of bullet spawn point?

so my question is where to draw crosshair? I have some things in my mind like: 1): Draw it on the center of camera(which will stays on the center of screen always), but as my gun is little lower to ...
0
votes
0answers
25 views

What are the best bullet collision detection methods for FPS games? [duplicate]

Bullets are too fast and can be represented as points. Common collision detection methods, like the ones using bounding volumes, may not be suitable. What would be the best for this work. Edit: this ...
4
votes
1answer
156 views

Why should a FPS game use a “floating arms” approach over full body one?

I've seen many first person shooter games both single and multiplayer using a set of floating arms and a gun instead of using the whole body model. What is the advantage of floating arms? You are ...
0
votes
3answers
403 views

Unity FP Character Can't Look Vertically

I have a FP Character and well, it can't look vertically. Its happened about 3 times now, each time I just replaced it with the standard assets prefab, first few times it worked fine, but then after a ...
3
votes
2answers
91 views

Unintentional slight arm position change

In the scene I have a capsule with a camera parented and a looking script so when I look down or up the weapon slightly moves forward and then moves back when I look straight forward. weapon when I ...
4
votes
4answers
439 views

Should the bullet trajectory calculated by server or by client? [duplicate]

In a FPS game like Battlefield or Arma, when playing online, should the bullet trajectory be calculated by the server or by the client?
1
vote
3answers
951 views

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

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. ...
1
vote
5answers
4k 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?
1
vote
1answer
44 views

How to handle gun position while running and aiming in an FPS

In an FPS, when a character runs, from the view of another character, the gun moves, and similarly when the character aims down sight. Are the views from the third person and from the first person ...
11
votes
3answers
2k views

Prevent players from wallhacking in an online FPS?

Why do we still complain about 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 ...
3
votes
3answers
493 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 (...
6
votes
1answer
198 views

How can I minimise data sent through a network in a modern FPS?

I am aware of snapshot interpolation with the use of delta compression as being a technique used to minimise the amount of data sent in a modern FPS game like Quake 3, but what other techniques are ...
0
votes
0answers
30 views

Raise an object off from the surface of another object set by raycasts

I have a basic FPS and I just added in bullet holes. The way it works is when the mouse is clicked, a method is called in the animator that fires a raycast from the nozzle of the gun outwards, and ...
0
votes
1answer
630 views

How to animate objects in Unity 3D

Yesterday I played around with Unity 4.6 and I came up with a question about animation. I have an fps-survival project (most for educational purpose). I use the default build-in fps camera ...
0
votes
2answers
226 views

Why do FPS games often automatically reload? [closed]

Was pointed here by Arqade's Meta On every first-person-shooter game I've played I've noticed that the 'automatically reload when empty' game mechanic is always used: I've always found it annoying,...
0
votes
0answers
186 views

First person view camera control using joystick in Unity3D

Can anyone give me any tutorial about how to program a first person camera control using joystick in unity3d? I've been searching for this for a long time and I'm out of depth unfortunately. I only ...
2
votes
1answer
339 views

How to implement view bobbing?

I'm developing a First-Person shooter game. Everything is just fine but I've a little problem with my camera moving. My FPS camera is moving smoothly! But the camera should move like a human is ...
-1
votes
2answers
93 views

How to attach a weapon to a player in unity?

I need to know how to attach a weapon (GUN) to a player and how to control him. Please be detailed as I'm a Beginner. Thanks in Advance
10
votes
4answers
4k 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?
-1
votes
1answer
149 views
3
votes
2answers
522 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
0answers
258 views

FPS : Hands+Weapon Animation

I want to create multiplayer first person shooter . Now I want to create animation where the soldier is walking with rifle . I have separated hands from the body of the model and I have dropped ...
0
votes
1answer
280 views

FPS horizontal smooth camera rotation

I have a problem, my camera is parented to the FPS Controller prefab, then there is a script I wrote for the rotation of the player horizontally by mouse movement, it all works but the rotation is ...
0
votes
0answers
13 views

Feeding accelerometer data to vjoy

I am getting roll, pitch, yaw data from my accelerometer data. How do I map it to vJoy's appropriate axes given as X, Y, Z, Rx, Ry, Rz and Slider1, Slider2? Do I have to reverse engineer into ...
2
votes
2answers
582 views

How do fps games do ironsights for weapons

How do games like Call of Duty, Battlefield and Wolfenstein: the New Order do their ironsights? Do they just align the model or is it an image?
5
votes
3answers
3k 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 ...
0
votes
0answers
243 views

Problems with First Person Camera in C++ OpenGL

I'm building a first person camera for my application but I'm having a couple of problems relating to moving the camera. In general, I have 2 vectors, one for the camera's position and one for the ...
28
votes
14answers
5k views

How to implement “bullet time” in a multiplayer game?

I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow motion/...
1
vote
1answer
466 views

Adding some recoil to the Camera so that the crosshair is pushing to the sky (FPS game)

I just want to add some recoil to the camera, but I can't find a working script. It's an fps, so I take my mouse axis to rotate the camera. And now I want a pushback to the top, so that the camera ...
0
votes
2answers
1k views

C# Unity3D FPS apply damage to an enemy (Weapon bullet)

I am kindly new to Unity3d and c# and I don't understand how I could let a bullet deal damage to an other object. I've seen a lot of JS tutorials but no for C#. I've tried to use them, but it wont ...
1
vote
0answers
199 views

How do I implement realistic recovery from weapon recoil?

I want to create an equation determining how fast a gun recovers back to its center after it has fired. I have a weapon system functioning based on constants (recoil amount, bullet spread, etc.) ...
0
votes
1answer
79 views

Fps independent rotation [duplicate]

I'm trying in my game to have camera rotation speed idependent of fps. For keyboard it works without problems but not for mouse movoment. At 60 fps it works good but at 200 for example rotation is to ...
2
votes
2answers
182 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 ...
3
votes
1answer
173 views

How can a team work together to assemble a large world map?

I recently played a open world FPS game with a large and dense game world, in a single map like this. It contains many objects, roads, rivers, trees, houses, rocks, hidden places, NPCs, etc... all ...
9
votes
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
1answer
999 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
5k 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 first-...
0
votes
1answer
68 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 ...
2
votes
1answer
6k 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
585 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 ...
2
votes
1answer
302 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 it'...
2
votes
2answers
314 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 ...