Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

MetaKnight

Stack Frames make problem with collision

This topic is 5276 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I posted this a while ago, thinking it was a problem with init variables in realse mode, but it isnt, i found out that when i turn on the "stack frames" runtime switch, my program runs fine in release mode. But when i turn stack frames runtime check off, then my collison system ("Tokamak Physics Engine") screws up majorly. Now, i would post this on the tokamak board, but no one has this problem before and has no idea what it is. Can anyone tell me more about "Stack Frames"? and how they would effect my program like this? Ive looked around on google and msdn and All i know is that it's used to keep track off the call stack of functions. How would what change my problem at all? Thank you [edited by - MetaKnight on June 7, 2004 7:43:17 PM] [edited by - MetaKnight on June 7, 2004 7:43:53 PM]

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!