Has anyone encountered the following strange behavior: when glGenBuffers is called twice in a row, the program exits without explanation, SDL/OpenGL/C/Windows
yeah I'm not sure how Unity works with 3rd party libraries. if it was just normal C# I'd say right-click on the project in monodevelop, then add a reference to the dll. maybe that'll work with Unity too.
in unity you just drop in the dll file in the assets folder
I GUESS...
I've never tried to import anything myself, I've always used unity package
and that's where the dll files end; in the assets folder
unity is doing a horrible job with the project management
it always assumes that scripts in folder "editor" is always in the editor project, and there are no other means to manage where which items belong
also unity test tools is included in the main project, which is really stupid since if any of the unit tests is not building, the whole project is not building at all
so im 3 miles down a 5 mile road with nuget at the moment
let me fail at this then ill try that
once I add the package are these language constructs just supposed to be available to me? JsonConvertJsonSerializer or do I need to use a namespace? furthermore what might that namespace be?
it's really nice between the points where you understand it and where you need to jump into csproj files and edit them manually. outside of those points then it's annoying.
@IcyDefiance given that .Net is about to go cross platform out the box I just thought it would be cool to have VS as effectively your game engine development kit
then you're only limited by the tech in .Net
instead of having to wait 10 years for unity to update their age old mono framework
it's not too hard to make a basic map editor. previewing gameplay and editing variables on the fly in that same editor...is a little harder. that's probably the best part of unity right there.
damn it Lasse the beard in your avatar keeps making me think John is talking. then Wardy pings you and it says Lasse so I get confused for a second. this has happened about 4 times in the last half hour.
I ended up patching together information from 4 different tutorials to get things to work, because all of them gave me code that was at least partially broken.
See I reckon if we had a basic set of tools for generating shit like meshes and a material and physics system we would have the basic guts to get started
well that's just a bunch of nuget packages pretty much and maybe a few more wrapper classes
then wrap all that up and add a vsix extension for the visual side in VS and we got some seriously powerful stuff
My Problem
I'm trying to build an extension to Visual Studio that allows code to be edited on a per-function basis, rather than a per-file basis. I'm basically attempting to display code in a similar fashion to Microsoft Debugger Canvas.
I'm wondering how to host multiple Visual Studio editors ...