Questions tagged [first-person-shooter]

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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9
votes
1answer
6k 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 first-...
1
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3answers
887 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, ...
6
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5answers
1k 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 ...
2
votes
1answer
190 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 ...
-5
votes
2answers
254 views

enemy shooting towards FPS [closed]

WELL first of all I want you to see my game (its deployed on heroku cloud) : http://still-escarpment-3701.herokuapp.com (It takes almost 10 sec to load so please wait for couple of sec) I have ...
-1
votes
1answer
274 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 ...
3
votes
4answers
552 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 (...
1
vote
1answer
197 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
3answers
1k views

Is it possible to make/translate a 3d engine to ruby on rails? [closed]

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. ...
1
vote
1answer
748 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 ...
2
votes
3answers
341 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). Add ...
1
vote
1answer
192 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?
-2
votes
1answer
440 views

a 96kb 3d first person shooter [closed]

There was a game that look like Quake-3 graphics but is only 96kb. What was its name? In the game, there were spider-like creatures and i was shooting at them. I forgot the name. When the ...
3
votes
1answer
271 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 (X,...
17
votes
4answers
7k 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?
6
votes
2answers
5k 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 ...
-1
votes
1answer
559 views

First person camera is somehow “magically” expanding

I'm making a first-person game, and I've gotten the camera done (modified version of Lloyd Goodall's code), but whenever I scale an object, it doesn't appear bigger, but the speed of movement seems to ...
2
votes
2answers
565 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 ...
14
votes
4answers
3k views

Prevent players from wallhacking in an online FPS?

Why do we still complain about 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 ...
0
votes
1answer
562 views

Client-side prediction for FPS

People that understand client-side prediction and client-side interpolation, I have a question: When I play the game Team Fortress 2, and type cl_predict 1 into ...
4
votes
1answer
337 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?
3
votes
2answers
794 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?
15
votes
5answers
6k 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 ...
4
votes
1answer
392 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... (...
10
votes
1answer
1k views

How do I create good looking plasma explosion effects?

Is this just a billboard quad with a bloom shader?
12
votes
2answers
690 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 ...
6
votes
1answer
1k 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 ...
4
votes
1answer
556 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 ...
29
votes
14answers
9k 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 motion/...
-2
votes
5answers
5k views

Searching for the right engine for a simple FPS [closed]

With some holiday time coming up I thought it might be interesting to look to try and make a game that's been in my mind for a while now. I'm a professional programmer so I have experience with most ...
5
votes
1answer
703 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 ...
2
votes
1answer
420 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
8answers
13k views

Best open-source 3D game engine for a first person shooting game? [closed]

What is the best opensource 3D game engine suitable for 1st person shooting game? This engine should be script-able with lua.
4
votes
3answers
3k 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 ...
6
votes
5answers
1k 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 ...
5
votes
1answer
875 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 ...
6
votes
5answers
18k 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). ...
1
vote
1answer
3k views

Whats the best cross-platform game engine that supports Linux? [closed]

What is the best cross-platform game engine, being the most commercially supported, there is for free available for development on Linux? I'm planning on creating multiple, non-commercial, fps games ...
-2
votes
1answer
598 views

vector collision on polygon in 3d space detection/testing?

In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can ...
2
votes
1answer
360 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 ...
12
votes
2answers
3k 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 ...
3
votes
1answer
2k views

Where can I download the Doom Classic source code, the iOS port? [closed]

Doom classic source code for iOS was released by id software, but there is no working link on their web site where I could get it from. Do you know an alternative source to download the Doom Game ...
11
votes
3answers
607 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 ...
13
votes
1answer
3k 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 ...
5
votes
2answers
2k 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 ...
9
votes
2answers
1k views

Is Xbox Live suitable for a multiplayer FPS?

I'm working on a basic first person shooter. I would eventually also like to publish it on Xbox Live. If I do this, will I still have access to parties (invite and chat)? Does Microsoft provide ...
10
votes
3answers
6k 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?
1
vote
2answers
614 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 ...
4
votes
1answer
948 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():: ...
38
votes
1answer
7k 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 ...