First Person Shooter – What are the common method developers to implement multi-weapon FPS animations?

There are a variety of ways to deal with it, from the obsolete use of sprites to fully ribbed bodies with inverse kinematics and everything in between.

So at the beginning you can have textures. Animations for uploading and reloading are of course 2D animations. You can look good even in a modern environment with the high resolution and the use of pre-rendered Deph buffer. However, this is probably not worth the effort in modern games.


For a while, weapons in the Ego view were only meant to look good from this email view (they might even have a partial geometry and not be fully textured), and if hands were visible, they would just float there. In fact, it would not be a body in the first person … If you were to hack the camera position, you would only see a few hands and a weapon floating around.

This makes it very easy to animate and reload the recoil, even if the weapon lags behind the target, causing shake and other effects. A good animation also includes walking animations, which serve as an expression of the character.

You can find out if in a first person shooter game you have very little body: Look down. Where are your feet? Can you find her by turning around? What if you go into a corner? If they are not there, the game has no body for the player in the first person.

Of course, this only applies to the player in the first person, not to enemies or to other players who connect via network or couch multiplayer.

I would suggest starting here if you are working on a single player first person shooter game. Mainly because the situations in which you would have to worry about the first person view of another character or the third person view of the player avatar would be scarce.


Next you have to use the same animations for single player and multiplayer. Old implementations would render the avatar's head invisible from the first person's point of view to avoid accidental trimming (some would use other tricks, such as keeping the size small or disappearing from view). This is only really necessary if the game is running on a platform where facial clipping may not be handled properly. However, these tricks are still used when needed only for a brief moment, often in the cutscene.

Games of this age often relied on turning the avatar's torso to follow the cursor. It's a very eye-catching animation look when the avatar has a fluid running cycle, his torso is spinning at random, and his hands and head are very stiff.

For a multiplayer game, I would suggest starting with this approach. You can then upgrade if you have the resources. Using third-person animations for the first-person view allows you to create prototypes faster.


Games from this last decade have been able to arouse arms and mind fluently to adapt to the direction in which the player points. This can be done with a large animation library – with parametric settings or with a good inverse kinematics system.

※: Keyframes and interpolations, either for manipulated skeletons or morph targets, either picked up and optimized by mocap or designed by animators.

With this approach, you can have the flexibility you want, without changing models depending on what the character is in first person or not. However, as you can imagine, it is much more expensive.

However, considering how expensive good inverse kinematics systems can be, it may sound strange: inverse kinematics is the cheap option. Making a lot of Mocap with different and expressive animations for each character is the expensive option If you've invested in Mocap, you can also add inverse kinematics. However, if you only use inverse kinematics, each character will move in the same way. With Mocap it is possible to get better results.

About recoil et. al. Through the use of manipulated skeletons, the character can always be a physical entity that responds to external forces that displace it, and jumps back to the skeletal target position. So you can have a real recoil as a force on the body, and your inverse kinematics will dissolve the rest. Ragdoll is also simply deactivated instead of changing gears because the Ragdoll is actually always there.


Incidentally, remember to use wildcards. It's better that development does not have to wait for resources and animation, and it's often not clear how much polish you can achieve with your budget. You can also test better with the Quiker.

Physics – How do I implement RayCast and ShapeCast like Unity?

I am currently working on a deterministic physics system in Unity. So I use fixed-point math to implement some of the physics in Unity functions.

My main reference is a book Game Physics Engine Development.

The book does not mention anything about RayCast and ShapeCast.

I want to implement RayCast and ShapeCast like Unity.

I searched for a while. However, you can only find one paper Efficient and robust ray box crossing.

I think there can not be so much clues on the subject. I have to use the wrong keyword or lack some background in game physics.

I already know there's a lot of physics engine out there. But most are too big for me to understand without documentation.

I know that this kind of question is not suitable because it is too wide. I do not know where to ask that.

Could someone please give me a direction? A book, paper or algorithm keyword.

c # – Attempt to implement a singleton class that contains a DocumentClient instance that can be overridden for testing

The DocumentClient is an object that accesses CosmosDb, but it is recommended by Microsoft as a singleton class. I rely on System.Lazy to ensure thread safety.

I also want to be able to override my DocumentClient while testing. Is that correct?

Public sealed class DocumentClientSingleton
{
public static IDocumentClient GetInstance ()
{
return _lazy.Value;
}

/// 
    /// Use this only for testing!
/// 
    /// 
    
    
    
    public static IDocumentClient SetInstanceForTesting (IDocumentClient client)
{
_lazy = new lazy(() => Client);
return _lazy.Value;
}

private static lazy _lazy =
new lazy(InstantiateDocument);

static private IDocumentClient InstantiateDocument ()
{
Return a new DocumentClient (
New Uri (ConfigurationManager.AppSettings["endpoint"])
ConfigurationManager.AppSettings["authKey"],
new connection policy
{
ConnectionMode = ConnectionMode.Direct,
ConnectionProtocol = Protocol.Tcp
}
);
}
}

How do I implement feature management in WHM / cPanel?

Hello everybody.

I have developed a plugin for WHM / cPanel and would like to offer the possibility to manage its functions via the Hosting Packages + package extensions in the WHM / cPanel. I'm a little new to this area, so I would appreciate feedback or suggestions based on a general scenario for shared hosting (as they sell features within Service Plans). These are my questions:

1. If I have two features in the plugin (for example, Feature 1 and Feature 2), and each of them can have 3 states (Mode 1, Mode 2, Off). Should I create separate package extensions for Feature 1 and Feature 2, or can I use a single package extension so that hosting configures each service plan with both? I think of the case that hosters want to sell these features separately in different service packages. For example, "Service Plan & # 39; Starter" might have "Feature 1" with the default value of "Mode 2". "Service Plan & # 39; Business & # 39;" however, could have "Feature 1" with the default values ​​"Mode 1" and "Feature 2" with the default value of "Mode 2".

2. How do hosters with more than 20 servers configure packets on their servers? Is there any special software for WHM / cPanel that could automate the configuration of service packages and package extensions (most likely via WHMCS, but WHF can not configure WHM service packages separately with package extensions and package extensions).

3. Some WHM / cPanel hosters have package extras (upgrades to the current service plan with some additional services). Just curious if these "package extras" are managed with the same Hosting Package + package extension or somehow separately?

Sorry for newbies and thanks for all the comments / ideas / suggestions on the subject.

Multitenancy – Implement the multi-tenant application with Umbraco

I use Umbraco 7.8.1. I need to develop a multi-tenant application that has multiple communities / locations. [Here][1] I explained my whole scenario and we decided to do it Single Branch Method implemented with FeatureFlags. Each community has its own database, but the code is common. Which is differs from the multi-site concept in Umbraco where there is only one database for all locations. I have found many solutions for multi-tenancy with EntityFramework, but since I use Umbraco, I can not use Entityframework with my application.

ask : How do I create a multi-tenant application that creates a separate database with a separate server / subscription without EntityFramework? And how can I connect to any database when visiting a community / site based on a key (ie URL / TenantId)?

I searched for the solution but have not found one yet.
Every help is appreciated.

Multitenancy – Implement the multi-tenant application with Umbraco

I use Umbraco 7.8.1, I need to develop a multi-tenant application that has multiple communities. Each community has its own database, but my code is common. This means that all communities share the code, not the database differs from the multi-site concept in Umbraco,
Since I use Umbraco, I can not use Entityframework with my application.
Each community has its own configurations, such as: Database, storage, etc. I use DevOps for deployment to accomplish this. I plan to use feature flags for the community-specific code.

I searched for the solution but have not found one yet.
Any suggestion of how I can achieve this will be helpful.

How do I implement the WPML translation for a set of dropdown options?

I have the following code for an English sentence with text input / dropdown. An example of the sentence is "I am 33 years old, male and female, and my annual income is $ 55,000." How do I use WPML to convert this? I have to convert it to French, but the order of the words in the sentence will be different if converted to French

For which goals do you plan?

I am a <input class = "age_field" type = "text" name = "age" value = "ClientInfo-> age; ?> "id =" Age "> years old and my annual income is <input class = "inv_dollar" type = "text" name = "AnnualIncome" value = "ClientInfo-> annual income; ?> "id =" AnnualIncome "> <input type = "hidden" name = "Name" value = "ClientInfo-> Name; ?> "id =" name ">

Security – Can someone please suggest any Drupal Contrib modules or custom hooks to implement the following password policies in Drupal 8?

1. Apply a password dictionary and / or other checks to prevent users from selecting passwords that can be easily guessed.

2.Password change must be enforced or a reminder sent after 90 to 100 days or more, if deemed necessary by the data owner.

3. Prevent the fast reuse of passwords. Keep a history of at least 4 passwords.

4. Prevent users from changing passwords more often than once every 24 hours.

thank you in advance

Can someone please suggest any Drupal Contrib modules or suggest custom hooks to implement the following password policies in Drupal 8?

Can someone please suggest any Drupal Contrib modules or suggest custom hooks to implement the following password policies in Drupal 8?

1. Apply a password dictionary and / or other checks to prevent users from selecting passwords that can be easily guessed.

2.Password change must be enforced or a reminder sent after 90 to 100 days or more, if deemed necessary by the data owner.

3. Prevent the fast reuse of passwords. Keep a history of at least 4 passwords.

4. Prevent users from changing passwords more often than once every 24 hours.

thank you in advance