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Is there any way to make a First Person Shooter input in Windows 8.1?


Is there any way to make a First Person Shooter input in Windows 8.1?

By : Prasanna Muthuraman
Date : November 18 2020, 11:13 AM
I think the issue was by ths following , You can remove the app window bounds limitations and it is possibly even easier than in a Win32 app. The only thing you need to do is this:
code :
Window.Current.CoreWindow.PointerCursor = null;
MouseDevice.GetForCurrentView().MouseMoved


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Extensible First Person Shooter in C++?

Extensible First Person Shooter in C++?


By : sage17
Date : March 29 2020, 07:55 AM
hope this fix your issue You might want to start with the Source or Unreal engines, and then use their bot APIs or scripting plugins to experiment with writing character code.
For example, there are lots of bots for the FPS CounterStrike. Alien Swarm also shipped with the source code as part of its SDK, so you could start with the AIs there and modify them.
Create a pointable first-person shooter gun using canvas

Create a pointable first-person shooter gun using canvas


By : AlainS
Date : March 29 2020, 07:55 AM
should help you out Unfortunately interactive graphics programming quickly gets into math.... Replace what you have in your $(#canvas).mousemove( function with the following
code :
           ctx.clearRect(0, 0, canvas.width, canvas.height)
            ctx.beginPath();
            ctx.lineWidth = gunWidth;
            ctx.strokeStyle = "black";
            //get dimensions of canvas
           //for performance this should be moved out of the
            //mousemove and up to where your other global variables canvas and ctx are. 
            var dimensions=event.target.getBoundingClientRect();
            var middle=dimensions.left+(dimensions.width/2)
            ctx.moveTo(middle,0);
            //get mousex relative to canvas
            var mousex=event.clientX-dimensions.left;
            //get mousey relative to canvas 
            var mousey=event.clientY-dimensions.top;
            var ydistance=mousey;
            var xdistance=mousex-middle
            //distance formula 
            var distance=Math.sqrt((xdistance*xdistance)+(ydistance*ydistance))
            //http://math.stackexchange.com/questions/175896/finding-a-point-along-a-line-a-certain-distance-away-from-another-point
            var gunlength=200;
            var drawx=(gunlength*(xdistance/distance))+middle
            var drawy=gunlength*(ydistance/distance)

            ctx.lineTo(drawx, drawy);


            ctx.stroke();
            ctx.closePath();
Webkit 3D CSS. Rotate camera like in a First Person Shooter

Webkit 3D CSS. Rotate camera like in a First Person Shooter


By : Siddharth Jha
Date : March 29 2020, 07:55 AM
wish helps you The problem here is the following:
To give a human-like behavior, when the point of view moves, you should calculate the new positions on the x/y/z axis for the objects (not just the rotation angle in case of a rotation, for instance).
Raycasting for a third person shooter

Raycasting for a third person shooter


By : miokray
Date : March 29 2020, 07:55 AM
I hope this helps you . Change Debug.DrawRay to Debug.DrawLine!
Debug.DrawRay needs a Vector3 as the origin and a Vector3 as the direction, NOT a second "target" position.
First person shooter controls with three.js

First person shooter controls with three.js


By : coypu
Date : March 29 2020, 07:55 AM
may help you . First person controls are more complicated than you may think. Even if you figure out your angle math, when the pointer is not locked, the mouse hits the window edge and turning stops.
I suggest you start with the pointer lock example (http://threejs.org/examples/#misc_controls_pointerlock) which is an example of first person controls for 3js.
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