A 3D or pseudo-3D action game genre categorized most famously by its first-person perspective and a bias towards ranged projectile combat.
3
votes
2answers
126 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
75 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 ...
3
votes
1answer
101 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 ...
1
vote
3answers
142 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, ...
8
votes
4answers
2k 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?
7
votes
3answers
591 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
677 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
108 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
157 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
2answers
164 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 ...
2
votes
0answers
130 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
95 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 ...
3
votes
5answers
3k 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
259 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.
...
-12
votes
2answers
165 views
Extremely Hybrid Game requirements [closed]
What system specifications would a game need if it was:
Total players per planet: ~20000
Total players per team:~1M
Total players per map(small volume of space or small surface over a planet): ...
1
vote
1answer
192 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 ...
2
votes
3answers
195 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
137 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
203 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
383 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 ...
2
votes
1answer
199 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 ...
3
votes
3answers
791 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?
2
votes
2answers
931 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 ...
-3
votes
1answer
207 views
Why do FPS games have a 3rd and 1st person mode when doing animations? [closed]
I noticed how in FPS mode you have cool looking skins on the gloves and weapons but in 3rd they are screwed. Why does a game need this sort of structure ? And also where do you learn how to rig ...
-1
votes
1answer
376 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
1k 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
257 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
217 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
245 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?
14
votes
5answers
943 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 ...
3
votes
1answer
198 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... ...
21
votes
13answers
2k 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 ...
10
votes
1answer
618 views
How do I create good looking plasma explosion effects?
Is this just a billboard quad with a bloom shader?
9
votes
2answers
359 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 ...
3
votes
1answer
596 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
votes
1answer
426 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 ...
5
votes
1answer
504 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
656 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
337 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
290 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
864 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
410 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
691 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
344 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
293 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
540 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 ...
0
votes
0answers
255 views
Ideas for a puzzle in first-person [closed]
I'm working on a very small game, a puzzle in first person similar to games like Portal and The Trap: http://www.youtube.com/watch?v=Z3ELRzlGegc
I would love to hear some ideas about challenges, and ...
11
votes
3answers
470 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 ...
2
votes
0answers
189 views
Does anybody know any Twitch FPS games that allow you to extensively customize individual bot profiles (OpenArena is one example)
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 ...
10
votes
1answer
640 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 ...