A 3D or pseudo-3D action game genre categorized most famously by its first-person perspective and a bias towards ranged projectile combat.
29
votes
1answer
3k views
Mouse aim in an FPS
I would like to make a First Person Shooter and move the camera with the mouse. The problem is that when the cursor reaches the limits of the screen, the camera won't turn anymore. How can I keep the ...
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 ...
14
votes
5answers
970 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 ...
11
votes
3answers
477 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 ...
11
votes
2answers
883 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 ...
10
votes
1answer
630 views
How do I create good looking plasma explosion effects?
Is this just a billboard quad with a bloom shader?
10
votes
1answer
666 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 ...
10
votes
2answers
375 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 ...
10
votes
2answers
662 views
Examples of TIN-based terrain formats in FPS games
Do you know of any terrain formats for FPS games that use a triangulated irregular network (TIN) instead of a grid for elevation representation? Or at least a game whose development tools accept a TIN ...
9
votes
5answers
2k views
What makes aiming in a console first person shooter feel good?
I think it's pretty much universally agreed that simply mapping the analog stick to rotational speed of the character is not good enough to make console first person shooter feel good.
So what are ...
9
votes
2answers
1k views
Could I make a multiplayer fps on xbox live as an indie game?
I'm working on make a very basic first person shooter. At some point I would like to make into an indie game on xbox live but will I have access to parties (invite and chat)? Does Microsoft provide ...
9
votes
3answers
1k views
FPS Collision detection and movement
How is collision detection and movement typically handled in a FPS, particularly handling slight changes in ground height such as stairs (both on incline and decline)?
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
606 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
714 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
5answers
690 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 ...
6
votes
2answers
350 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 ...
5
votes
1answer
519 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 ...
5
votes
2answers
468 views
Recommended 3D camera settings and model sizes for an FPS
I'm making a simple FPS and I can't decide on the size of my models and my camera settings. Could someone please recommend a good combination of:
camera field of view
near and far planes
model ...
5
votes
2answers
577 views
What makes aiming on a PC first person shooter feel good?
I liked this question:
http://gamedev.stackexchange.com/questions/1083/what-makes-aiming-in-a-console-first-person-shooter-feel-good
So here it is for PC (and its not a dupe because a mouse is hugely ...
5
votes
1answer
173 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 ...
4
votes
3answers
421 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 ...
4
votes
2answers
272 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 ...
4
votes
1answer
668 views
Improving first person camera and implementing third person camera
I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view.
My current setup:
draw()::
glPushMatrix();
...
4
votes
1answer
432 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 ...
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).
...
3
votes
1answer
620 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 ...
3
votes
3answers
869 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?
3
votes
1answer
551 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 ...
3
votes
1answer
201 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... ...
2
votes
2answers
985 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 ...
2
votes
2answers
386 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
2answers
276 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
2answers
250 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?
2
votes
1answer
293 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 ...
2
votes
3answers
206 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).
...
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 ...
2
votes
1answer
202 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 ...
2
votes
1answer
295 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 ...
2
votes
1answer
225 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
0answers
137 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 ...
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 ...
1
vote
2answers
571 views
How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement
This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...
1
vote
2answers
484 views
Improve mouse movement in first person game
In my current FPS game, I have the mouse setup in a way, that it always forces the position of the mouse to be centered at the screen. This gets the job done, but also gets very annoying, since the ...
1
vote
1answer
141 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?
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?
1
vote
3answers
169 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, ...
1
vote
1answer
99 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 ...
1
vote
1answer
196 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 ...
1
vote
2answers
86 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 ...