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Some of the answers are very convoluted, so I will make it brief. Programming languages can be divided in two categories: compiled and interpreted. In compiled languages (e.g. C) the source code go through a compiler and produces an executable file that can be run on a compatible machine. In interpreted languages (e.g. Javascript) the source code go ...


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If you use the monthly subscription option, you are given access to the private GitHub repository and must compile the editor before you can use it. The wiki has an excellent walkthrough of the current process. It's getting easier - the upcoming 4.6 release has a setup script that does everything for you in one step - but subscribers don't get prepackaged ...


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TextMesh[] child = GetComponentsInChildren<TextMesh> (); This line (and the three after it) is always getting the first three TextMeshes in the parent object's child hierarchy - not the hierarchy of the newatom you've just created. That means that each time you create a new atom, you're overwriting the labels on the first atom you created, leaving ...


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The principal difference between a script or a program is that the script is completely dependent of the API its scripting engine exposes to it. If I code a game in C++ using a C++ game engine, I'm not doing any scripting, my resulting binaries are standalone and are not limited by the engine's API. I can use the virtual filesystem (if any) of the engine to ...


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For loading the images, you could do: std::vector<imagebatch> fotos; std::vector<SDL_Texture*> healerTexture; // Parts of filename string that occur multiple times. char* filenameBase = "DData/towners/healer/healer/Healer"; char* fileExt = ".png"; // This is 15 because of the number of images there are. for (int i = 0; i < 15; ++i) { ...



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