Sign in to follow this  

Unity MSVS6 Profiler follow-up - Bobboau

This topic is 3921 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'm trying to run the profiler in Visual Studio 6 C++ and am getting the same problem as Bobboau in this old thread: http://www.gamedev.net/community/forums/topic.asp?topic_id=337967 Wondering if anyone has found the solution for this? Thanks much,

Share this post


Link to post
Share on other sites
Er.... most of us stopped using Visual Studio 6 years and years ago. So probably not... or if they have, they don't remember.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Honestly, just switch to Visual Studio 2005. The express edition is completely free of charge for all purposes, including commercial use. It is better than VS6 in every way imaginable.

http://msdn.microsoft.com/vstudio/express/

Share this post


Link to post
Share on other sites
thanks...i've been contemplating this for a while but am worried about incompatibilities. it looks like the express version doesn't have code profiling though...


http://msdn2.microsoft.com/en-us/vstudio/aa700921.aspx

what's interesting is that the standard and pro versions don't have it either...I guess i'll be checking out some third-party tools if I can't get my current toolset to work

Share this post


Link to post
Share on other sites
I recall that VC++.NET had a profiler which was okay... but AMD CodeAnalyst is great, and integrates well with VC++.NET. (It might integrate with VC6, though I doubt it.)

Share this post


Link to post
Share on other sites
WHY are you using VC6? I'm willing to bet that the express (free) version VC2005 will compile to better code than the enterprise version of VC6, it has far better support for the C++ standard (VC6 was written before it existed), has a working CRT and STL (The VC6 version has a few bugs I seem to remember), and profilers exist that support VC2005.

This thread is a bit like saying that you're having a problem with the program manager in Windows 3.1 and wondering if anyone knows of any replacements. VC6 is a decade old, it came out before Windows 98 I think (Anyone care to confirm/deny?).

Share this post


Link to post
Share on other sites
Quote:
Original post by Evil Steve
This thread is a bit like saying that you're having a problem with the program manager in Windows 3.1 and wondering if anyone knows of any replacements. VC6 is a decade old, it came out before Windows 98 I think (Anyone care to confirm/deny?).


According to Wikipedia, Windows 98's release was June 25, 1998.

While I wasn't able to track down an exact release date for VS6, I did find this little snippet:

Quote:
From http://support.microsoft.com/kb/231943 with additional formatting:
MDAC Version    Release Date    Shipped With        Additional Notes
...
MDAC 2.0 07/01/1998 Visual Studio 98 No Web Release
...


It follows that VS6 couldn't ship before this date, which places it after Windows 98's release by nearly a week at least. Other comments place VS98's release "in the fall".

Quote:
Original post by jacobsee
Visual Studio 6 C++


In the eyes of many, myself included, this is an oxymoron. Visual Studio 6 was released prior to the C++ language being standardized, and deviates wildly from the spec in enough places for us to hold this opinion.

Share this post


Link to post
Share on other sites
> ...deviates wildly from the spec

sounds like a good reason to stick with what works for a big legacy code base...

I do have the profiler working now, though it's still pretty buggy. My main problem was trying to run the profiler from the Debug subfolder rather than the project folder. It couldn't find several of the dependent dlls because the current directory for the profiler was different than that for the program. Solution is to run via a batch file out of the main project folder, or copy all the necessary dlls into the Debug/Release folder.

Share this post


Link to post
Share on other sites
Quote:
Original post by jacobsee
> ...deviates wildly from the spec

sounds like a good reason to stick with what works for a big legacy code base...


Sure, if switching to a sane C++ compiler means everything breaks. Fortunately, VS6's "C++" is mostly a minimalistic subset of actual C++... at least, the part that anybody actually used (being not 100% broken).

Share this post


Link to post
Share on other sites
How can you recommend someone VS2005Express when it doesn't even have Intelisense?!?! And visual assist doesn't work on?
I prefer my VS6 + VA + IS than just a crappy VS2005E...
Although VS2005 is better, but it's not free damn it! :)

Share this post


Link to post
Share on other sites
Quote:
Original post by Todo
Quote:
Original post by Mikle3
How can you recommend someone VS2005Express when it doesn't even have Intelisense?!?! [...]


What are you talking about, silly?


Hmm I don't call that Intelisense it's just syntax checking. When I say Intelisense I mean that when you write the dot / -> you get a pop up window with all the available methods of the object. And did I mention no support from the BEST VS productivity enhancer Visual Assist...

BTW, Don't call me silly! :)
Mikle

Share this post


Link to post
Share on other sites
Quote:
Original post by Mikle3
Hmm I don't call that Intelisense it's just syntax checking. When I say Intelisense I mean that when you write the dot / -> you get a pop up window with all the available methods of the object. And did I mention no support from the BEST VS productivity enhancer Visual Assist...

BTW, Don't call me silly! :)
Mikle


Visual C++ Express does have IntelliSense (see this). It's true that Visual Assist isn't supported, but Visual Studio 6.0 is practically unusable today because of bugs and compatability problems (languages, libraries, tools and SPs) anyway. If a person can't afford the standard edition then they shouldn't buy Visual Assist anyway.

Share this post


Link to post
Share on other sites
Quote:
Original post by Mikle3
Quote:
Original post by Todo
Quote:
Original post by Mikle3
How can you recommend someone VS2005Express when it doesn't even have Intelisense?!?! [...]


What are you talking about, silly?


Hmm I don't call that Intelisense it's just syntax checking. When I say Intelisense I mean that when you write the dot / -> you get a pop up window with all the available methods of the object. And did I mention no support from the BEST VS productivity enhancer Visual Assist...

BTW, Don't call me silly! :)
Mikle


What about this then, silly?

Image Hosted by ImageShack.us

Share this post


Link to post
Share on other sites
Quote:
Original post by Mikle3
Quote:
Original post by Todo
Quote:
Original post by Mikle3
How can you recommend someone VS2005Express when it doesn't even have Intelisense?!?! [...]


What are you talking about, silly?


Hmm I don't call that Intelisense it's just syntax checking. When I say Intelisense I mean that when you write the dot / -> you get a pop up window with all the available methods of the object. And did I mention no support from the BEST VS productivity enhancer Visual Assist...

BTW, Don't call me silly! :)
Mikle


I could swear it says IntelliSense at the bottom, must be my reality-bending goggles. Also, if you miss the things like Visual Assists, look up tons of good add-ins for todays IDEs.

Share this post


Link to post
Share on other sites

This topic is 3921 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      628738
    • Total Posts
      2984464
  • Similar Content

    • By INTwindwolf
      THE PROJECT

      INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War.
      Please note that all of our current positions are remote work. You will not be required to travel.
      Talent Needed
       
      Unity Engine Programmer
      Website Administrator
      3D Animator
      We have made great strides in the year 2017! INT has received a comprehensive face-lift compared to the start of the year. We look forward to a productive, fruitful year 2018!
      Revenue-Share
      This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project.
      We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated.
       
      Thank you for your time! We look forward to hearing from you!
       
      John Shen
      HR Lead
      Starboard Games LLC
    • By Apollo Cabrera
      Energy particles being harnessed by collection multi-hedron energy matrix. Whuuuttt?
      Love it :)
    • By AndySv
        Total Music Collection (http://u3d.as/Pxo)   THE COLLECTION CONTAINS:   Mega Game Music Collection   Universal Music Collection   Huge library of high quality music for any project! All at an incredibly low price!   - 2,5GB of high quality audio - 100+ different music tracks - Loop and short versions   Action, fantasy, casual, horror, puzzle, epic, dramatic, romantic, positive, inspiring, motivational and more!
    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064

      View full story
    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
  • Popular Now