• Advertisement
Sign in to follow this  

Small help needed

This topic is 4684 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 just want to say HI to all folks out there bcs this is my first post here :) I'm new to DX programing.I started about 2 months ago without knowledge of windows programing, and now i feel somwhat comfortable with all that messages , pointers,.. ;).Oh yeah and I have been using delphi for some years but switched to c++ bcs DX9 SDK. But i have few dillemas : 1. Managed versus Unmanaged What is better M or unM? Diference betwen Managed C++ and c#? 2.Is the next game loop only one possible or there is other way? while( msg.message!=WM_QUIT ) { if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else GameTime(); } Thx

Share this post


Link to post
Share on other sites
Advertisement
1. It's up to you, but I never understood the concept of managed memory (I mean, I do understand how it works, but I would never use it for a graphic program).
2. No, you can have whatever sort of loop you want. For example, you can have the following:


while(1)
{
do_stuff();
read_keyboard();
if(quit_key_pressed)exit(1);
}

Share this post


Link to post
Share on other sites
so it s about memory managment
i didnt know that i tought that that hassomething with code bcs managed c++ looks much like c#

Can you post some link about that?

And what would happen if we dont process win messages?

Share this post


Link to post
Share on other sites
Quote:
Original post by zlatko_bre_1985
And what would happen if we dont process win messages?


Last time I checked, Windows didn't like it, the messages queue will become full and then nastines can result (such as beeps in the PC speaker, etc.)
But hey, it works :D

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement