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Questions tagged [c++]

C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.

64
votes
9answers
22k views

What's a way to implement a flexible buff/debuff system?

Overview: Lots of games with RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." ...
52
votes
10answers
19k views

Game State 'Stack'?

I was thinking about how to implement game states into my game. The main things I want for it are: Semi-transparent top states-being able to see through a pause menu to the game behind Something OO-I ...
12
votes
3answers
1k views

What's the largest “relative” level I can make using float?

Just like it was demonstrated with games like dungeon siege and KSP, a large enough level will start to have glitches because of how floating point works. You can't add 1e-20 to 1e20 without losing ...
36
votes
3answers
19k views

When several classes need to access the same data, where should the data be declared?

I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as ...
39
votes
5answers
13k views

Any tips for creating cross-platform games? [closed]

Do you have any tips/recommendations when creating a cross-platform game in C/C++?
35
votes
5answers
16k views

In 2D, how do I efficiently find the nearest object to a point?

I have a sizable game engine and I'd like a feature for finding the nearest of a list of points. I could simply use the Pythagorean theorem to find each distance and choose the minimum one, but that ...
127
votes
9answers
83k views

What are some programming design patterns that are useful in game development? [closed]

I have a few books on Design Patterns, and have read some articles, but cannot intuitively figure out which programming design patterns would be useful in game development. For example, I have a book ...
7
votes
5answers
5k views

How to lead a moving target from a moving shooter

I saw this question: Predicting enemy position in order to have an object lead its target. My situation is a little different though. My target moves, and the shooter moves. Also, the shooter's ...
44
votes
2answers
18k views

How to create adjustable formula for RPG level up requirements?

I'm trying to create a formula that can be modified simply by changing two values: number_of_levels, and last_level_experience. This is to enable people modding the game to change the levelling ...
20
votes
2answers
15k views

Implementing a camera / viewport to a 2D game

What is the most practical way to implement camera/viewport to a 2D-game? I've read, that I should store the object world position instead of position relative to the screen? Current situation: I ...
17
votes
1answer
17k views

Fast, accurate 2d collision

I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and ...
20
votes
2answers
81k views

Is it possible to use C++ with Unity instead of C#?

The title kind of says it all. Is it possible to replace C# with C++ on a game using Unity?
27
votes
2answers
10k views

Is it safe to use Sleep() in game loop (on Windows)?

Is it safe to use Sleep() function on Windows in game loop (C++)? I want to have fixed frame rate.
78
votes
17answers
55k views

C++ low-level optimization tips [closed]

Assuming you already have the best-choice algorithm, what low-level solutions can you offer for squeezing the last few drops of sweet sweet frame rate out of C++ code? It goes without saying that ...
65
votes
9answers
91k views

Good GUI for OpenGL? [closed]

I am starting to learn OpenGL with FreeGLUT using the Superbible and the knowledge I have from my elementary graphics to brush up on my skills. To get more from this experience I want to integrate a ...
67
votes
9answers
21k views

How can you put all images from a game to 1 file?

I've just finished a basic RPG game written in C++ SFML, I've put a lot of effort into the game and I'd want to distribute it, however I've ran into a small issue. Problem is, I have well over 200 ...
69
votes
10answers
24k views

Is UDP still better than TCP for data-heavy realtime games?

I know that UDP is usually recommended for real-time multiplayer games with high data usage. Most articles are serval years old, and since ~80% of all data transmitted on the internet is TCP, a lot ...
48
votes
9answers
14k views

How are deterministic games possible in the face of floating-point non-determinism?

To make a game like an RTS networked, I've seen a number of answers here suggest to make the game completely deterministic; then you only have to transfer the users' actions to each other, and lag ...
26
votes
9answers
21k views

What C++ GUI library can you suggest? [closed]

I'm building my own game engine in C++ and I'm currently deciding on what user interface I should use. Should I use a library? Should I make my own?
9
votes
2answers
8k views

How to implement the interaction between engine parts?

I want to ask a question about how the information exchange between game engine parts should be implemented. The engine is separated in four parts: logic, data, UI, graphics. In the beginning I made ...
5
votes
3answers
16k views

How do I calculate how an object will move from one point to another?

Here's the problem: A player starts the game in the 0 coordinate (x=0,y=0). When the user clicks on the screen, it returns the coordinates of the destination. Now the player has to move from its ...
3
votes
3answers
4k views

Optimized rendering of a cube mesh world

I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
33
votes
9answers
47k views

How do I create a save file for a C++ game?

I am coding my final for a Video game Programming course, and I want to know how to create a save file for my game, so that a user can play, and then come back later. Any idea how this is done, every ...
28
votes
4answers
4k views

game story event programming

I have developed a game engine in c/c++ and DirectX. I have a tile engine for the maps, animated player/npc sprites, talking to the npc, menus, and level changing but there is no game, it just feels ...
12
votes
1answer
16k views

Implementing a skybox with GLSL version 330

I am trying to get a skybox working with OpenGL 3.3 and GLSL version 330. I could not find a completely modern OGL skybox tutorial anywhere on the web, so I modernised an older one (using ...
12
votes
2answers
12k views

I am looking to create realistic car movement using vectors

I have goggled how to do this and found this http://www.helixsoft.nl/articles/circle/sincos.htm I have had a go at it but most of the functions that were showed didn't work I just got errors because ...
14
votes
4answers
3k views

How to load a spherical planet and its regions?

I'm designing a game partially composed of planets exploration. I want to use pseudo-random generation for them, regenerating from a defined seed when I have to load them rather than store every ...
23
votes
4answers
11k views

Should collision detection be done server-side or cooperatively between client/server?

I am working on an online game that will have very heavy collision detection processing. Player models will collide with other players, mobs, structures, terrain, and solid objects that only exist ...
17
votes
5answers
11k views

When should vector/list be used?

I can understand when to use lists, but I don't understand when it is better to use vectors than using lists in video games: when it is better to have fast random access ? (And I understand why it's ...
2
votes
3answers
7k views

how to detect same keyboard key press only once

I am designing a keyboard class that can detect the keyboard key press only one time but I still cannot figure out the way to do it. My goal is just check and perform the action only once when the ...
1
vote
1answer
4k views

How should I rotate vertices around the origin on the CPU?

I have tried using glm::rotate and such. glm::translate works fine, but rotate doesn't work (if I rotate before/after a translation). Here is my current setup: ...
142
votes
22answers
40k views

STL for games, yea or nay? [closed]

Every programming language has its standard library of containers, algorithms, and other helpful stuff. With languages like C#, Java, and Python, it's practically inconceivable to use the language ...
72
votes
9answers
121k views

Easy to use cross-platform 3D engines for C++ game development? [closed]

I want to try my hand at writing a 3D game. However I don't want to start at such a low level of drawing individual triangles and writing my own 3D object loader and so on. I've heard of things like ...
15
votes
2answers
9k views

What are the common rendering optimization techniques for the geometry pass in a deferred shading renderer? [closed]

I have been developing a game engine using OpenGL 3 and C++ (and glfw for window management). I have advanced so far, got most of the things done except sound entities and optimizations. The engine ...
13
votes
5answers
2k views

Custom Content Package for Files

I am about to purchase quite a few model packs from a website for prototyping my game. In the contract it states that I must protect them as to prevent the public from gaining access to them. I ...
24
votes
2answers
20k views

How do you add a scripting language to a game?

Let's say I have a game written in C++. But I want to add some modding or scripting functionality to it. How would one go about adding a scripting functionality to your game?
16
votes
5answers
12k views

Starting out with OpenGL when most tutorials are out of date [closed]

I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again. ...
21
votes
1answer
9k views

What is the difference between an impulse and a force related to a physics engine?

What is the difference between an application of an impulse and an application of a force in relation to a physics engine?
4
votes
2answers
4k views

How can I improve my collision detection's performance?

I'm new to programming and want to speed up the collision detection in my C++ 2D platformer game engine. Currently, only the player's collision detection works: Every frame, the player's update ...
23
votes
2answers
9k views

Animation Blending Basics

Say I have a framework with characters that can run and walk and of course, stand still. Am I right in thinking that animation blending is the process of smoothly transitioning between these by ...
11
votes
1answer
6k views

Different shaders for different objects DirectX 11

I am learning Direct3D 11, and in all basic tutorials I found on shader writing, Vertex and Pixel shaders are written so they transform whole scene same way. ...
16
votes
1answer
4k views

Normals vs Normal maps

I am using Assimp asset importer (http://assimp.sourceforge.net/lib_html/index.html) to parse 3d models. So far, I've simply pulled out the normal vectors which are defined for each vertex in my ...
15
votes
6answers
6k views

Should an object in a 2D game render itself?

I'm making a 2D street fighter-like game that is not tile based. Usually people recommend that entities be given to a renderer that render them, not them render themselves, but it seems the inverse is ...
12
votes
1answer
3k views

Programming a climbing system like tomb raider

I was wondering if anyone knew or had knowledge of how to program a climbing system like the one found in tomb raider/uncharted. I had thought of just having bounding boxes at all the climbable ...
13
votes
3answers
2k views

Game loop, how to check for conditions once, do something, then not do it again

For example, I have a Game class and it keeps an int that tracks the player's lives. I have a conditional ...
10
votes
3answers
2k views

Proper way to handle destruction of game entities

Imagine a game world where loads and loads of entities are dynamicly loaded all the time, I would represent that as a list of entities perhaps, but what about removing them? While when adding i ...
3
votes
4answers
6k views

RTS Engine or DotA-like game [closed]

Is there any good documented and simple Game engine for RTS games, especially for building DotA-like game? I know I can use Crystal Space, Irrlicht or another Game Engine. But I need most similar ...
7
votes
4answers
4k views

2D Platformer Collision Handling

I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font ...
6
votes
2answers
11k views

Toggle Fullscreen at Runtime

Using the library GLFW, I can create a fullscreen window using this line of code. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_FULLSCREEN); The line for ...
4
votes
3answers
9k views

How can I create a pack file / archive for game data files, and then load them? (zlib?)

I'm starting to think about how I'm going to go about loading models, images, sounds, etc for my game. I have two competing lines of thought to deal with: If possible, it would be nice to make use of ...