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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2answers
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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 ...
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2answers
113 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
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1answer
148 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 ...
2
votes
1answer
662 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 ...
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1answer
35 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")) ...
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1answer
252 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
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0answers
28 views

Frame Skips in MonoGame

I'm developing a 2D game using MonoGame. I've got a square on the screen I can move around. The problem is that about once a second, the square jumps a bit. Using a frame counter I found here I've ...
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0answers
36 views

Fixing wave-like movements when rotating an object using mouse input in Unity

I have encountered a rather odd issue with my program. The setup: In my scene, I have a GameObject which I have set as my player/character for this game. The player/character has a child GameObject, ...
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0answers
34 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;...
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0answers
204 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.) ...
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0answers
31 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 ...
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0answers
196 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 ...
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0answers
15 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 ...
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0answers
266 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
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0answers
245 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 ...