Code Blocks debugger callstack shows this:
#0 0x738253bb ?? () (??:??)
#1 0x73831b13 ?? () (??:??)
#2 0x73766bbb ?? () (??:??)
#3 0x73766c5b ?? () (??:??)
#4 0x77145de3 ntdll!RtlUnicodeStringToInteger() (C:\Windows\SYSTEM32\ntdll.dll:??)
#5 ?? ?? () (??:??)
I have my game updating at a constant 60 updates per second. If I call printf("Something...") every update, when the SegFault happens, I will see an incomplete call of the last printf (terminal shows "Someth" or whatever), which indicates to me the SegFault happens in another thread, and not in my game loop. Since I only have one thread and the only library that I'm using that creates threads internally is SFML 2.4.0, I suppose that's where the SegFault is. But where? I don't know how to track it down, if I run drmemory, sometimes it won't even accuse SegFault.