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seen Apr 9 at 2:42

Mar
24
awarded  Popular Question
Dec
27
awarded  Popular Question
Jun
28
comment SFML fail to load image as texture
Oh wow that seems to handle it. Why is this the case, if I may ask? What is so special in these debugging libraries that would suddenly make my program run and not crash, in the case I don't include the debug libraries.
Jun
27
comment SFML fail to load image as texture
Ok, understood, but I still fail to load the image. Have any ideas why this is occuring?
Jun
27
comment SFML fail to load image as texture
simply Microsoft Visual Studios throws this at me "Unhandled exception at 0x778e15de in teest.exe: 0xC0000005: Access violation reading location 0x00566000." At the above code section I sent.
Jun
27
comment SFML fail to load image as texture
I have done the absolute path. So failing. sf::Texture texture; if (!texture.loadFromFile("C:\\Users\\Samsung\\Documents\\Visual Studio 2010\\Projects\\teest\\tile.png", sf::IntRect(0, 0, 128, 32))) { return -1; }
Jun
27
awarded  Commentator
Jun
27
comment SFML fail to load image as texture
What is a better way in finding this absolute path, when lets say this gets distributed to multiple people. The path wont always be the same. Does Microsoft provide a library for handling OS related stuff in finding current directory.
Jun
27
comment SFML fail to load image as texture
Simply, it was just to get the smaller squares from within the tile. The rect I get is the top most left tiles. 3 straight done from the top. Nonetheless this worked before and didn't cause any conflicts, but now it does for some reason.
Jun
27
asked SFML fail to load image as texture
Feb
4
answered Unity's “Stats” window displays bizzare number of triangles and vertices
Jan
23
asked How to make model's arms + weapon follow cursor?
Jan
22
comment A good approach on working on player controller for movable platforms?
I have tired this and for the life of me I keep getting confused in using Unity's functions to work with local location and world location to get the correct movement. For example, the model I currently have has it's pivot different from global. Moving forward with respect to the appear of the model would be moving forward require change in the z axis (local), whereas globally it is x axis movement. Any enlightenment would help. SO far, I just took Unity's already provided 2D platform controller and modified it. I would really like to understand it as i hate black box scenarios.
Jan
19
comment A good approach on working on player controller for movable platforms?
What is the pros and cons of parenting to platform versus apply relative force based on platform?
Jan
19
asked A good approach on working on player controller for movable platforms?
Jan
18
asked How to start in animating my model?
Jan
11
awarded  Student
Jan
11
awarded  Scholar
Jan
11
accepted How can I instantiate my variables in Boo?
Jan
11
comment How can I instantiate my variables in Boo?
Ok, I got it to show up how I wanted it for the visual appeal, probably not the best way, but my PlayerAttributes class inherits from nothing now, which is good and bad. My actual player with the script component has a warning on the inspector, but my CombatController, which is on my camera now shows my players class variables. I probably could just put my PlayerAtrribute class in an empty gameobject as a place holder and then put some "RealPlayer" script on to the player itself so the player is associated with its own values. public Robo as PlayerAttributes=PlayerAttributes() Combat script