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Questions tagged [c++]

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

7
votes
0answers
432 views

How to link assimp lib to universal app

I cannot make assimp object loader work with universal app, and I got the same problem as this one: Assimp and directX12 universal apps I tried the static library approach mentioned in the answer of ...
4
votes
0answers
116 views

Determine user mouse selection of 3D Object for multiple viewports

I am currently working on setting up some world objects for my level editor and am running into a bit of a snag. When I get the hit location from the mouse raycast, I would like to determine what part ...
4
votes
0answers
177 views

SSAO shader program produces no occlusion

I'm attempting to implement screen-space ambient occlusion by the method shown here. My SSAO shader program is the one part that isn't working. Here are the outputs of the initial rendering pass, ...
3
votes
0answers
61 views

Linking Unreal Engine with OpenCV libraries built with RTTI on Linux

Unreal Engine has a plugin for integrating with OpenCV. Currently that plugin works on Windows. I'm trying to modify this plugin to work on Linux. I've worked through many issues but I have one I can'...
3
votes
0answers
80 views

Problem with shooting. Projectile is missing target from about 5 degrees to about 30 degrees

I'm trying to make projectile shooting code. But there is a problem, in most cases projectile is missing target. -sprite is origin of projectile -bulletSprite is a projectile -mouse is a target <...
3
votes
0answers
76 views

Problem with rendering in my game when using a following camera

I've got an issue while rendering 2d images with my own simple 2D camera object. First my setup: a star initial position 0,0 a planet circles the star initial position 300, 300, moves at a radius of ...
3
votes
0answers
206 views

Geometry Shader crashing

I keep getting some strange errors in my Geometry shader and when I search for the cause of the errors, it returns nothing substantial. Here is the code. Shader ...
3
votes
0answers
483 views

Tick frame: update order problems

Sorry, it's a bit long story but I hope you can help me. First of all: I have an entity class called SceneObject. The SceneObject has components (eg. RenderableMesh, Camera) and transformation data (...
3
votes
0answers
255 views

RWTexture3D in Compute Shader on Intel HD 4000

I'm having some weird issues running a Compute Shader with DirectX 11 on an Intel HD 4000 GPU. The goal is to write different shapes into a DXGI_FORMAT_R32_FLOAT 3D Texture with a size of ...
3
votes
0answers
95 views

Easing towards stepped value

I'm currently developing this rhythm game in lua (on top of a c++ engine) and I'm having trouble keeping a steady playhead position for the song currently playing. The playhead position that the ...
3
votes
0answers
522 views

Creating random nebulae for scrolling space background

If you've ever seen a picture of space, you'll most likely see that there is some kind of pretty nebula in the background. I would like to find out how I could create random, semi-realistic looking ...
3
votes
0answers
155 views

How do you fix wobbling shadow edges?

I've implemented an omni-directional shadow map and I've noticed a rather unwanted behaviour on the shadows. It seems like when the angle between the occluded points and the light source is really ...
3
votes
0answers
825 views

How do I sample a cubic shadow map in DirectX 11?

I've implemented a cubic shadow map for dealing with omni-directional light sources in my scene. By defualt it produces hard shadows Obviously a shadow map with higher resolution (currently using ...
3
votes
0answers
56 views

How to increase the number of available chapters for an HL2: EP2 mod?

I created a mod for Half-Life 2: Episode 2 that has 39 chapters (or maps, here it is the same). The problem is that the game seems to see only 32: when clicking "new game", and clicking next, I count ...
3
votes
0answers
159 views

OpenGL Planet Generation - Simple Matrix Issue (Planet “Spins” With Mouse)

I originally asked this question on StackOverflow & was directed here by a commenter. Im currently working on a OpenGL planet rendering. I'm using the Tessellation pipeline. So far things are ...
3
votes
0answers
230 views

Python interpreter as in-game console

Say I have a game which has lots objects (NPCs, monsters, etc.), I want a console so I can change the variables of the objects (like changing HP for example), how could I embed python into my program, ...
3
votes
0answers
847 views

implementing shadows into my 2D GLSL-based lighting system

I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
3
votes
0answers
193 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
3
votes
0answers
531 views

Text alignment in OpenGL with FreeType2

I'm trying to implement font rendering and have got into some trouble with glyph metrics. Here's the code where I get the metrics: ...
3
votes
0answers
3k views

Arcball 3D camera

I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up ...
3
votes
0answers
861 views

How to correctly synchronize a shared surface?

I am trying to share a direct3d9 surface between two processes. One process (let's call it A) writes to the surface, and the other (B) displays it on screen. Currently, process A does a StretchRect of ...
3
votes
0answers
375 views

Full screen shader causes performance hit

I basically want to have a shader run that can do something like toon shading, or grayscale the whole screen, or radial lighting. To do this, I create a new bitmap each time the display resizes that ...
2
votes
0answers
132 views

Getting false positives with SAT

I've been trying to get proper collision detection with SAT in 3D. I started of with this post: How many and which axes to use for 3D OBB collision with SAT. I've been trying to get the right axis to ...
2
votes
0answers
74 views

Understanding callbacks for connecting/disconnecting controller

I am using glfw and let's say I track controllers with a simple struct: ...
2
votes
0answers
63 views

compiler optimixation interfering with threaded function

I'm making a block game in c++ that stores voxels in a octree and because, at least in my implementation, editing the octree is slow, I'm generating the chunks of land in a separate thread. I manage ...
2
votes
0answers
310 views

How to store Lua script's inner state?

Situation: I am working on an Entity-Component system, and I am using LuaBridge as a Lua binder. There is only one Lua State. Currently when I update the game objects, I just check whether it has a ...
2
votes
0answers
89 views

Integration of Game Loop + Physic Engine : when to delete objects?

How to manage code around physic engine, when a game object should be deleted? I will use a tiny game as an example:- 1st iteration of development I have a very simple game with 1 character (Jumper)...
2
votes
0answers
325 views

SFML Raycasting Problem: Textures not displaying propely

I have been lurking on gamedev.Stackexchange for a while now and finally have a question to ask. I have been working on a simple raycasting engine (like wolfenstein 3d) using the SFML Graphical ...
2
votes
0answers
203 views

Limit/Clamp camera movement using quaternions

I'm making a camera object for rendering with OpenGL. However, instead of using the typical "LookAt" method I'm trying to use just a Quaternion for orientation and a Vector3 for position. Instead of ...
2
votes
0answers
243 views

Texture Mapping to procedurally generated geometry

How can I calculate texture coordinates of such geometry? The angle shown in the image (89.90 degree) may vary, therefore the geometry figure is changing and is not always such uniform.(maybe like ...
2
votes
0answers
84 views

Moving Draw functions out of GameObjects

This is basically the issue as in Tactics for moving the render logic out of the GameObject class with the topic already discussed here and here However I'm not really satisfied with the given answers....
2
votes
0answers
120 views

Swept AABB vs AABB Calculation Error

I'm having issues running simple AABB vs AABB collision detection. I'm able to successfully detect collisions without checking with velocity. But for some reason my code keeps prematurely firing ...
2
votes
0answers
162 views

Implementing Browser in Unreal Engine 4.10

I am looking to add some oauth to a game I am working on. I can get the user auth to work in the browser that comes with UE4, however there is not any capability to detect changes to the currently ...
2
votes
0answers
197 views

One big asset file or many small asset files?

I'm working on a game and I'm wondering if it is better for performance and memory usage to have one large file containing all my assets (the assets are in a custom format) with a look up table at the ...
2
votes
0answers
170 views

Recognize pattern in 3D building environment

I'm currently developing 3rd person building game (as bacheleor thesis). I need to recognize constructed patterns co I can mark corresponding structure as some building (so player can start using that ...
2
votes
0answers
833 views

OpenGL Render Queue Design

I am currently designing the rendering system for a 2D game built in C++ and OpenGL, and am unsure about how to go about implementing a sorting procedure to maximise efficiency and minimize OpenGL ...
2
votes
0answers
805 views

Entity-Component-System and 2D map with tiles : how to do it?

I have a question : I'm currently programming a roguelike game (with tiles) using the ECS programming paradigm, and I'm struggling with how to implement the map. At first, I made every terrain square ...
2
votes
0answers
156 views

State machines and map transitions

I've implemented a [basic] FSM in my game and it currently does its job very well. Recently I have come across a "problem" that I need to show a "Loading map. Please wait..." screen for as long the ...
2
votes
0answers
700 views

OpenGL textures make very low fps

I loaded some textures just one time before I go to my mainloop(glutMainLoop). I am using SDL for the texture loading. However, when I compile, my game is running at 6-10 fps. When I don't load the ...
2
votes
0answers
270 views

SDL2 SDL_CreateTexture returns pointer to existing texture

I have an initialized renderer in SDL2 that works fine. I create some textures from images using SDL_CreateTextureFromSurface and store them in a vector. ...
2
votes
0answers
1k views

How to build a static version of cocos2d-x and link it to my project

Firstly, I'm using Cocos2d-x v3.6 for Win32 desktop + Visual studio 2013 and C++. When ...
2
votes
0answers
510 views

Directx 11 full screen

I build simple directx 11 application in c++ that draw square to screen. Also check in the end of the program when I close the last peace of directx the number of free reference. This work great in ...
2
votes
0answers
233 views

server/client architecture, how to combine physics data, scene graph and database over the network?

I'm writting a C++ server and a C++ client for a rpg game. The client is using OpenSceneGraph for rendering the 3D. RakNet is used for communication between the client and server. At this time, the ...
2
votes
0answers
1k views

Weird y offset when using custom frag shader (Cocos2d-x)

I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-...
2
votes
0answers
371 views

Different way to pass uniforms to seperate draws in glMultiDrawElementsIndirect

Given OpenGL version 4.3 and GLSL 430, what would be the best way to pass a matrix to each model in a draw call to glMultiDrawElementsIndirect? I am thinking of ...
2
votes
0answers
1k views

How do I mix 3D skeletal animations?

I'm trying to create a 3D-model skeletal animation system for C++/Open GL. I would like to be able to mix animations by allowing animations to only affect specific bones. My game has ride-able ...
2
votes
0answers
435 views

Help with Windows RawInput

I am having some trouble to receive and interpret mouse movement data from RawInput. Generally mouse input seems to work, I can query mouse buttons and receive updates of mouse movement. The problem ...
1
vote
0answers
46 views

Multiple Viewports/Windows Dear IMGUI c++

How do I use IMGUI with multiple GLFW windows? I know Dear IMGUI already has a virtual viewport system going in the viewport branch but I found that to be lacking a bit on how to use this new system. ...
1
vote
0answers
38 views

c++ text based football - how to have the cpu keep choosing a play from a menu until a condition is met

I am updating my post to include more of the code and cleaned up the function hopefully. I am trying to write a function for the computer to keep calling a play in a do while loop (which I am ...
1
vote
0answers
69 views

“Proper” way to do 2d scrolling game

I am new to game development and I would like to make a 2D scrolling game with a tile based engine. If you want an idea, it should resemble the Legend of Zelda: A Link to the Past like in the image: ...