🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
Latest FPS Activity
snoken said:
windowClass->camera->SetDirection(glm::normalize(direction));
This function should create a orientation matrix for the camera (and / or it's inverse), which you could use directly instead trying to replicate it.
Besides, eventually the orientation of the model is right, but just the…
About The Project:
We are working on a multiplayer FPS action-horror game (similar to a reverse Dead By Daylight), we have recently finished building the multiplayer part and most of the game mechanics for both teams in a playable prototype, we are now looking for an Environment Artist to help…
Pardon me as I try and post this topic without a preview feature, and edit the markdown/bbc code as needed.
I've been working on an open source block building game since January, "inspired" by the game Blockland but most people might compare it to Roblox.
It prioritizes easy modability and building. …
Hello,
World Of Anork is now released, in it's initial release:
beret7a said:
Thanks for both comments, are you aware of existing documentation for FPS ?
I'm not completely sure what sort of documentation you're referring to, but there are often resources to be found online, examining various in-game actions, inspecting packets sent or trying to explain the netco…
yay hello fellow modder!
Future ops is a game that will be made using Unreal Engine 5.1.
It's basic premise is, you are a operative within a form of authority in the future, and as such each level will be a mission where you go to a certain point in time, and stop a crisis/crime from occuring.
I myself will be programm…
STORY:
Time to the future.
30,000 years ago, humans were forced to leave the Earth and move to other planets, and then humans remembered the Earth, and you were sent to Earth to investigate.
In fact, many Marines have been sent before you, but there is no reply, you don't know if this trip is…
The character controller physics of the Quake 3 Arena game engine are responsible for handling the movement and collision detection of the player character. These physics are designed to simulate the movement of a first-person shooter (FPS) character in a 3D environment, and are based on a combinat…
Oops, LOL. And the call to the function is thus:
while(is_run() {
int circ1ang = 1;
for (int i = 0; i <= 360; i++) {
StartFpsTimer();
PrintTitleText();
circ1ang += CircleOrbit2(Mid.x, Mid.y, Mid.x - 100, Mid.y, 30, 2, false, circ1ang, clr::RED);
SwapPages();
CalculateFps();
if (UserInput(…
DOWNLOAD: https://nyghter.neocities.org/download.html
Here is a link to a you tube trailer showing gameplay if anyone is interested.
My first indie game, "TheBootCamp" is on Steam as Early Access & is in Closed Beta phase.
If you want to participate in testing it during beta [for free, of course] & play it before official release, Comment below this post or DM me to get a Steam Key.
All testers can have the fut…
Pay: RevShare
Company Name: Aenderoameada Software LLC
Website: https://www.aenderoameadasoftware.com/
YouTube Channel: https://youtube.com/channel/UC14bEQiPAPdEXiLr2w6TPTg
Game Name: Untitled
Game Genre: Modern FPS
Story Overview: The world is on the brink of war as Russian continues to be an aggressor …
I'm likewise not all that familiar with Unity (any more), but I would imagine that one approach might be to give your “enemy”-class an instance of the “gun”-class. It would then, in the “attacking” method, call the “shoot” method of the “gun”-instance, perhaps passing in a location from which to sh…
I worked with photon and build some multiplayer shooter prototypes
UPDATE
New screenshot
We are a group of developers and artists from around the world making the games we love to play. We are ambitious, but stubborn and determined to do this.
We have made it our mission to create games, because we love them. Though that may not be a satisfying answer, We know our vision for our project…
whitwhoa said:
Or would I just angle the weapons so that they point exactly at where I would have cast the end vector and simply cast the rays from the muzzle in the direction the muzzle is facing (possibly incorporating the length idea you mentioned above)?
If I'm understanding you correctly, then t…