and my Target Platform Version defaults to 8.1 and I have no problems with compiling/running on Windows 7
that's encouraging.
i checked out the win sdk's and it seems i need to build against the win 7 sdk.
so i installed win 7 sdk and linked winMM.lib.
when compiling, i got some warnings about some cdecel type stuff in the d3d9 headers re: D3DXMATRIX!6. followed by "how to suppress new warnings".
other than that, sin, cos, atan, and abs seem to no longer be overloaded to take floats, just doubles.
and that was it. intelisense was slow as molasses, it thought my script files were c# code. a 140,000 file was uneditable. a change of file extension fixed that, and now i edit the script files in text mode.
i installed june 2010 dx9 sdk, the include dirs were already setup in the project copied from the old PC. once i installed win 7 sdk, eevrything was fine.
until....
continue saved game crashes on load, new game crashes on encounter. that's compiling with VS express 2015, not community, targeting win 8.1. multi processor linking, and runtime link gen (no incremental) were the only project setting changes.
so obviously, 2015, and the older code don't get along. i compiled with all warnings on, and only turned off treat warnings as errors when it was down to the d3d9 cdecel warnings. i forget what the exact syntax is _cdecel ? its a calling convention mod as i recall. C style? reverse order param push on stack? something like that?
the places where the game crashes are the first places it might try to use a d3dxmatrix16. i didn't bother tracing it.
so i downloaded and installed msvs2012 to the new PC (i7-6700K gtx1080). rebuilt using 2012, compile times are down from 10 secs to 1 sec. link times are down from 2+ minutes to 10-15 secs. ~150K lines of source. thats compared to a dual core AMD E300 at 1.3Ghz.
game works fine compiled with 2012.
just finished making render, animations, input, AI, movement, and turning, use a variable framerate (currently set to 60 fps). everything else in update still runs at 15Hz.
an accumulator is used, similar to fixed timestep. but it accumulates fractions of a 15Hz update every game loop. when the accumulator reaches 1, it executes one 15Hz update call, and subtracts one from the accumulator..
i'll probably make the framerate user definable. that way they can run as fast as their monitor, or slow it down a tad for a slightly slower but more consistent framerate. right now the code should handle desired_framerate values of 1 through 1000 FPS. but vsync is on. perhaps i should make vsync optional too? there's also a testing cheat to turn off the framerate limiter. but using desired_framerate scales update to the desired_framerate.
needless to say, the game is much smoother at 60 fps vs 15 fps.
should vsync be optional?
and now that its all fast and buttery smooth - now what? am i down to making better plants models? <g>.
how can i tell how much PC is required to maintain 60fps?
i haven't check the docs,but on this new PC, there's a digital readout on the MSI motherboard, says 26 right now. i think it may be current clock speed. it only hits 3.0 when running Caveman.