@JoãoAiresdeMatos If you right click the error in Visual Studio, there should be an option to copy the message as text. Providing the error message as text makes it a lot easier for others to search.
Some other information would also be helpful: were you ever able to compile the source before? Knowing if this happened from the very beginning or if it was working & suddenly broke might suggest a different problem/solutions.
You're welcome! Unfortunately I didn't find much on it beyond an SO post on how error CS0433 can happen in ASP.Net stuff. Not sure if there's a similar thing going on here or not.
I have an issue with my code for a long while, I dont understand why it happens, I am suppose to be implementing dual contouring to generate terrain, with directX, everything is working fine, terrain is generated and it works fine at certain dimension, but if i change it everything is messed UP
the only difference is I change the size of the terrain
I am uploading the code
I am not sure whether its bug in my code or the bug is caused by directX
when I use CreateCubeGrid(32,32,32) i get the first image and the second when CreateCubeGrid(25,25,25)
user92578
I don't think a lot of folks are gonna be interested in downloading & opening a rar file locally, could you post relevant bits to like pastebin or something?
the rar contain complete working sample integrated with luna frank code, the function where i implemented Dual contouring and called dual contouring here
I fixed irrelevant issue with the loop, in github, yet the issue still persistent. the code works with the following values in any order (32, 15, 32),(32,32,15)(15,32,32) adding +2 to x,y or z causes it to collapse
user92578
for (int height = 0; height < nHeight - 2; ++height) Why -2? Is it for padding? Would one not expect it to go from 1 to nHeight - 1 inclusive then?
yes you are right, I was testing it, i though i was going out of boundaries so i reduced it to see will it help
because I am working with flat array, yet in any case it, this reduce the terrain size, it doesnt cause the collapse
user92578
I was thinking it might cause you to sample in totally wrong positions given that the error multiplies into to indices in different axes, but guess not then
nope, to my understanding my idea is to made the second loop to check the signed edges and then to set the boolean signedEdges to true then in the third loop based on signed edges from the second loop we create index buffer
and the vertices of the terrain are created in the second loop as well
so to fix my shitty grammar, the second loop's job is to create terrain vertices and indicate that a cube has signed edges, the third loop create index buffer based on signed edges from second loop.
I love how it didn't flag any error and caused semantic error
user92578
There are C++ libraries, like GSL, with narrow casting utilities that terminate if you try to cast larger types into smaller types and the value does not fit
I have been looking at RVO but it looks a bit too complex to implement in a few days, and I can't use the C# version of the library because that only works in 2D. Is there any other algorithm I can use for collision avoidance?
I am trying to build a game in UWP for xbox, but when I do I don't get achivements, I tried this plugin github.com/microsoft/xbox-live-unity-plugin but when I import it gives me errors, live both types exist
@Tyyppi_77 Yes, you are correct, there's a 100 rep requirement to upload images in chat: privileges/chat-rooms
@JoãoAiresdeMatos Based on the issues thread for the project, there are reports of problems w/ more recent versions of Unity & concerns as to if the project is dead or not.
Hey guys, I've tried using the GDK Sample to unlock a achievement, it works but how can I check on the xbox store or on the partner microsoft if the achievement was unlocked?
I noticed that on RPG meta, y'all have a pretty regular yearly "How is the community doing?" post. As someone who hangs out here as well, do you think there'd be value in GDSE doing something like that?
We've found it's been a really useful place to consolidate issues we're struggling with, either in terms of quality issues, more specific content issues, meta difficulties, etc. The mod team started doing it a couple of years after some significant turmoil, and some attacks on our communities had just happened.
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I think it's been very helpful for us, even if it's just to confirm there's not much that's an issue.
I know GDSE has issues it faces too. It gives people a space to air "hey, this is an issue" even when there's nothing further that can really be said or done about it, which usually isn't something you have a space for on a site meta.
it's prompted conversations, and sometimes those conversations have spawned things that might not have happened otherwise
that said, we haven't had one yet where there haven't been positives and grievances and issues raised. and it's been helpful every time. :D
so "not much that's an issue" is more a theoretical scenario lol
but yeah, there's "we're doing too much D&D" "i'm getting fed up with this specific kind of question" "we're doing this thing better than we're used to!" "this space needs work" "this thing is doing pretty well and staying steady"
Understandable. Probably good even - if everything surfaced was full on crisis, that'd probably be a pretty bad situation.
Again, thanks for taking time to share your experiences on the matter. I going to let this all marinate for a bit & will then likely pitch the idea to GDSE Meta.