ImSeeingRed
u/ImSeeingRed
So I am using Unity3D and C#. This is what I have in a nutshell.
public interface ITest
{
void Lol();
}
Then a class like this
public class TestClass : MonoBehaviour, ITest
THen along the way I'm using a list of ITest. Then I want to be able to get the base class off of ITest.
Something like this basically
Gameobject GO = (GameObject)ITest;
Obviously that doesn't work but is there a way to get the base (Is that the correct word, maybe that's why google isn't helping) class from an interface?
I'm really curious, why is it that so many people don't want Roshe Runs, sk8-his or obey or whatever, simply because a lot of people have them?
Is this a bad thing? I personally think it's cool to see people wearing the same items as you and also makes you strive to make fits that look better than the people wearing the same thing.
So yesterday I went to some outlet store and they sold two pairs of vans I liked a lot.
I bought one of them and then wanted to checkonline about the other. Thing is I don't remember what it was called. But I want to find out what they are called.
They were all black tumbled leather with a old skool silhouette but without the stripe on the side. They looked a bit like this PICTURE.
It also had black metal eyelets and the very top ones were gold. It also came in a hard almost wood box with a gold logo on top. There was a guitar, I think the name of the collab started with a "G" but I'm not s
So I was testing out the ragdoll feature for an idea I had. But I wanted it to go slowmotion when you die. So I just set the Time scale to a lower value. This works fine but the ragdoll then moves really choppy.
So I used Interpolation type Interpolate for the rigid bodys in the ragdoll, however, I get this really choppy spazzy movement. For regular rigidbodies and a test "ragdoll" (2 balls conected with a character joint) it worked perfectly.
But for my ragdoll it spazzes out as the video shows.
Does anyone know what may cause this?
Collisions between rigidbodies with connections are disabled so I
IMPORTANT: http://i.imgur.com/4jAYUrm.jpg PLEASE READ Edit: DAE remember Colby? Fuck I'm gold
Hi,
So I'm creating a worley/voronoi/cellular noise generator, and that involves having a set of random points on a grid, and then finding the closest random point from any given location within the grid.
I have this and it works (albiet slow, since im looping through all the random points, but that isn't my problem for now).
Now to make the F2 function, I want to return the SECOND closest distance instead of the closest distance. So my issue is, how can I calculate the second closest distance between a 2 sets of points?
Thanks in advance
Hi,
So I'm having an issue. As you know, it is not possible to include glew after gl.h has been included. I am having a slight issue with this.
So I have a main.cpp, which includes gl.h. The main.cpp sets up OpenGL. So I include glew.h before gl.h. That's fine.
Then I have Scene.h and .cpp. The functions are being called within the main.cpp. My problem is that in Scene.cpp, I need to call glGenBuffers, which requires glew.h. But if I include glew.h in scene.h or .cpp. I get the error because glew has been included after gl.h.
Sorry if this is confusing but I want to know how I can get around this.
Thanks in advance.
Hi,
I'm sorry if the title isn't very explanatory but here is my issue. (Maybe loop is a better word than repeat)
I have a line drawing function which takes in the start and end positions and then plots points on a buffer. If I go out of the buffer, obviously I get a crash.
What I want to do is for the line to continue, but on the opposite side of the buffer.
What I mean is say I have a buffer of 512x512. Now I'm plotting a line from (500,256) to (520,256). What I want is not to cut off the line, but for the line to carry on at (0,256) to (8,256).
Is there any nice way of doing this?
Thanks in advance
Hi,
So I went to a sample/outlet sale a few days back and picked up a nice olive parka. Fit and colour is nice but the hood is lined with faux fur.
Is there anything I should specifically do to make it look good for as long as possible?
I made a seperate thread becuase I can't find todays Simple Questions thread


