45 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 ...
  • 510
19 votes

Should the bullet trajectory calculated by server or by client?

Always assume the client is a lying, cheating, bastard. The client is responsible for: Receiving input from the player (and sending commands to the server, which validates) Rendering the known ...
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 ...
  • 122k
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 ...
  • 4,336
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, ...
  • 656
6 votes

How can I minimise data sent through a network in a modern FPS?

When we implemented our networking engine we exploited a number of compression techniques: First we write all of our snapshot bit-wise: bools are only 1 bit instead of 1 byte (or more depending on ...
  • 3,042
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 ...
4 votes
Accepted

How do fps games do ironsights for weapons

You can use a model. Often, HUD elements, sometimes including weapons, are rendered seperately from the environment. In the simplest example you'd set up the animation so that the ironsights line up ...
  • 3,785
4 votes
Accepted

How to implement view bobbing?

Head bobbing consists of transformations to the camera to imply human movements of the player. The player would be using his/her feet to step from one foot to the other. This causes all sorts of ...
  • 1,624
4 votes
Accepted

Should the bullet trajectory calculated by server or by client?

Note that most of us cannot answers specific questions about either of the games you mentioned. We aren't the authors of that code and can't reasonably know exactly how it was built. Generally ...
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 ...
  • 14.7k
4 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 &...
  • 122k
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 ...
  • 91
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 ...
  • 15.7k
3 votes

Best field of view

Configurable. The best field of view depends on many variables. For instance, how large the monitor is, are you using eyefinity, is the aspect ratio nonstandard, how far you are from the screen. ...
  • 3,203
3 votes

Should the bullet trajectory calculated by server or by client?

More than likely, it works like this (major speculations): Client sends Shoot command to server, along with parameters such as position, direction, velocity, type, etc... Server accepts command and ...
  • 8,284
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 ...
  • 16k
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 (...
  • 114k
3 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 ...
  • 14.7k
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 ...
  • 122k
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 ...
  • 114k
2 votes

Should the bullet trajectory calculated by server or by client?

One thing a lot of people say here and is pretty fangerous is to have the player send information about his state when he shoots. The server is a machine, he can't decide who cheats and who doesn't. &...
  • 14.7k
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 ...
  • 114k
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 ...
  • 10.3k
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 ...
  • 122k
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 ...
  • 20.4k
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 ...
  • 122k

Only top scored, non community-wiki answers of a minimum length are eligible