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 ...
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 ...
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.) ...
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 ...
So I have a weapon model that moves wherever the camera moves and the rotation of the weapon is the same as the rotation of the camera. Additionally I added the weapon to the Translucency Queue Bucket ...
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 ...