Latest FPS Activity
You need to snapshot position and velocity, and forward that. When playing back, you need to simulate using that same position and velocity. This will let you put entities in the “right” place no matter what the rendering frame rate is.
The draw-back is that you will render entities in positions tha…
Hi,
Presenting a small FPS game me and few other people are creating. It is a total conversion high production quality (across the board) sci-fi single-player only mod/game built on the old GoldSrc/Half-Life 1 engine.
In short, the game takes place on Mars and you'll play as a SWAT equiva…
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…
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…