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44 votes

What is the little dot/icon at the center of the screen in an FPS game called?

In addition to what Josh Petrie mentioned: if you're looking for more advanced ways to aim weapons, the center dot in your bottom image is also called a "pipper" in real-life applications. This ...
drmuelr's user avatar
  • 510
12 votes
Accepted

Why aren't game bullets implemented as if they were real bullets?

The main problem is tunneling. Game physics engines typically use discrete collisions. That means they advance all the bodies by one short time step, then check if they're intersecting, and handle ...
DMGregory's user avatar
  • 135k
7 votes

FPS Crosshair, Should it be drawn on center of the screen or to the forward of bullet spawn point?

There are many reasons a designer/programmer would want to draw the crosshair on the exact center of screen, or a little lower. A hybrid system may even be implemented, taking advantage of the ...
liggiorgio's user avatar
  • 4,866
6 votes
Accepted

Networked projectiles in an authoritative server

This is what we ended up doing: Client side Detect player clicks button to shot missile Immediatley simulate rocket visuals on client In parallel, send command to server Once predict hit something, ...
Ron's user avatar
  • 656
5 votes

How to create bullet impact effects?

You're probably looking for a combination of the following concepts: Particle system for the bullet hitting a surface (i.e. sparks on hitting metal, wood splints on hitting wood etc.) Decals to ...
curious student's user avatar
5 votes
Accepted

Camera view matrix from position/yaw/pitch/worldUp

If you're transforming a vector \$\vec v\$ like this: $$\vec v ' = M \cdot \vec v\\ \begin{bmatrix}v_x'\\v_y'\\v_z'\\1\end{bmatrix}= \begin{bmatrix}X_x & Y_x & Z_x &T_x\\ X_y & Y_y &...
DMGregory's user avatar
  • 135k
4 votes

how to convert FoV into zoom 2x, 3x, 4x...?

Technically changing the FOV isn't zooming, but it does the same thing, so let's not take that into account. You can calculate the size of the view plane where the object lies using trigonometric ...
Bálint's user avatar
  • 14.9k
4 votes
Accepted

How do Aimbots get detected?

Most games allow you to manually spawn an invisible bot, and a lot of aimbots don't filter these out. By spawning 3 different bots and checking if the user aims at them, you can check whether they ...
Bálint's user avatar
  • 14.9k
3 votes

Not see through models without adjusting clipping panels

You could render the weapon in a separate pass/camera, and just overlay the weapon onto the other view. In Unity this is pretty easy to do by adjusting stuff like the Clipping Mask and Clear Flags of ...
jhocking's user avatar
  • 15.8k
3 votes

Sending a players mouse movement to the server in an FPS

Translate mouse input to rotation on the client-side. Then send the new view direction to the server, not raw mouse input. Usually there is more than one way to change the players view direction (...
Philipp's user avatar
  • 120k
3 votes

Why should a FPS game use a "floating arms" approach over full body one?

Because it's more simple. Player's avatar arms are one thing to tweak and make look right in a 3d world. If you add the full body, it takes more resource to accomplish, and does not always add much ...
Vaillancourt's user avatar
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3 votes
Accepted

LibGDX - FPS drops

You should avoid invoking new instances in your render and update methods. As these methods are called numerous times per second, this can be a pretty straining task, as the unreferenced instances ...
7z.'s user avatar
  • 101
3 votes
Accepted

First Person Shooter Character in Unity - Meshes Clipping When Close to Body?

The way this is often done is to render in two passes: first, render your scene with your normal near & far planes. next, clear the depth buffer, and render your character's visible first-person ...
DMGregory's user avatar
  • 135k
3 votes

Storytelling in a DOOM style game

Environmental storytelling. Use the environment details of your games to tell the story. You can do that: Verbally: Through voice lines from enemies or NPCs. Textually: By having written information ...
Philipp's user avatar
  • 120k
2 votes

Frame Skips in MonoGame

I guess your monitors refresh rate is about 100Hz. If you disable IsFixedTimeStep and SynchronizeWithVerticalRetrace you will probably see the FPS shoot up. It's almost impossible that there is no ...
Nils Ole Timm's user avatar
2 votes

How can I reference the frontmost part of a mesh in my Unity code?

Your proposed method of creating an empty game object to "mark" the muzzle of the weapon is generally considered a good approach. This gives your model artists direct visual control over where they ...
DMGregory's user avatar
  • 135k
2 votes

How can I make bullets come from a character's eyes, but look like they come from the gun?

The reason that bullets coming from the gun don't work with the cross hair is because the cross hair represents where the bullet would go at an infinite distance. You can't make the bullet look ...
Tim Holt's user avatar
  • 10.3k
2 votes

Why aren't game bullets implemented as if they were real bullets?

For most games it doesn't make a difference. Take the Counter Strike series, for example. It simulates firearms combat on rather short distances. On the distances where the average CS shootout takes ...
Philipp's user avatar
  • 120k
2 votes
Accepted

Whats the general method developers to implement FPS multiple weapon handling animations?

There is a wide range of ways to handle this, starting from the obsolete use of sprites up to fully rigged bodies with inverse kinematics and everything in between. So, to begin with, you can have ...
Theraot's user avatar
  • 27.2k
2 votes
Accepted

FoV value scaling

It depends on your goal. If your goal is to express the particular feel of this specific weapon and its optics, then arguably its FoV should not scale at all. If you've determined that this sniper ...
DMGregory's user avatar
  • 135k
2 votes

How to split 2 teams for a FPS death match game in Unity?

Use tags (but one script) Well, your tag might not be using the Unity tag system. But you absolutely do not want to use different scripts! You'd be copying the entire class and changing one line. As ...
Draco18s no longer trusts SE's user avatar
2 votes
Accepted

Improving FPS by disabling unity events

The best way to skip calling a MonoBehaviour message is to not declare it. As long as your script has a method called LateUpdate and your script is enabled, the ...
DMGregory's user avatar
  • 135k
2 votes

How can I transfer this code (originally for FPS template) for use in a Third Person Template?

I figured out that the problem was that I had put a divide node where I should have put a vector add node. Once I fixed this, it worked fine!
RBlong2us's user avatar
  • 121
2 votes

Why the mouse doesn't move in mouse-look feature of RPG/FPS games?

How those games achieve this: move the mouse and change the role's view, but the positions in messages don't change? See the WM_SETCURSOR messages immediately ...
Sgt. Nukem's user avatar
2 votes

Increasing Recoil Over Time With 'Diminishing Returns'

Whenever I need a formula that describes a curve, and the curve isn't extremely simple to describe with code, I use an Animation Curve. Despite the name, this feature is useful for any kind of 2D ...
Kevin's user avatar
  • 6,234
1 vote
Accepted

How to calculate angle for shooting bullet in 3D?

Instead of finding the angle using atan2 and then reconstructing the vector using sin and cos...
Stephane Hockenhull's user avatar
1 vote
Accepted

The state that is synced when a window is broken in a FPS game

I will go over the how state synchronization works, and later will go over your particular cases. But before that, let me tell you that you do not need to implement all that I say here. If you have a ...
Theraot's user avatar
  • 27.2k

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