• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Alexander Stopher
      Trying to get ideas here on how I could do this:
      I have created a game for a university coursework assignment using a custom game engine (internal to my university, but it's based on OpenGL).
      The game loads levels and menus from a file, this happens at initialization to increase performance while playing the game. At the moment the game loading time is 4.1s, but the loading time without the levels and menus is 0.961s- that's over 3s. As more levels are added the loading time will become longer and I want to add a loading screen.
      I've tried to add one, but loading the levels and menus is blocking everything else, including rendering the loading screen. This means that the loading screen doesn't appear until the game has loaded and is overridden by the main menu. The game loading is done via its update function and via calling initialization functions of the various game classes, and the loading screen is rendered within the game's render function (the rendering is done on a separate thread, according to the game engine's documentation).
      Any suggestions on how I can show the loading screen without the other loading activity blocking it from being shown?
      I know that I can use threading but am unsure how thread-safe the operation would be to init the game on another thread.
    • By zfvesoljc
      I have a particle system with the following layout:
       system / emitter / particle
      particle is driven by particle data, which contains a range of over lifetime properties, where some can be random between two values or even two curves. to maintain a smooth evaluation between two ranges, i randomize a "lerp offset" on particle init and use that value when evaluating curves. the issue is that i'm using that same offset value for all properties (10ish) and as a result i'm seeing some patterns, which i'd like to remove. The obvious way is to just add more storage for floats, but i'd like to avoid that. The other way is to generate a seed of some sort and a random table, and use that to generate 10 values, ie: start with short/integer, mask it, then renormalize to float 0-1.
      any other ideas?
    • By Garret Thomson
      Hey all,
      I just wanted to share a VS extension. It's useful for other people who are debugging multiple processes (aka server, player1, player2) with breakpoints that will break across those processes. It just puts up a (user defined sized) label in your window telling you which process the debugger dropped into. It's simple, but useful for rapid fire debugging for multiple processes to make it obvious that process you broke in. Just put some cookie text in your command lines and configure it from View -> Other Windows -> Process Hint.
      Feedback or questions welcome.
    • By dgi
      Hey all ,
      For a few days I'm trying to solve some problems with my engine's memory management.Basically what is have is a custom heap with pre allocated memory.Every block has a header and so on.I decided to leave it like that(not cache friendly) because my model is that every block will be large and I will have a pool allocators and stack allocators dealing with those blocks internally. So far so good I figure out how to place my per scene resources . There is one thing that I really don't know how to do and thats dealing with containers.What kind of allocation strategy to use here.
      If I use vector for my scene objects(entities , cameras , particle emitters .. ) I will fragment my custom heap if I do it in a standard way , adding and removing objects will cause a lot of reallocations . If I use a linked list this will not fragment the memory but it's not cache friendly.I guess if a reserve large amount of memory for those vectors it will work but then I will waste a lot memory.I was thinking for some sort of mix between a vector and a linked list , where you have block of memory that can contain lets say 40 items and if you go over that number a new one will be created and re location of the data would not be needed.There would be some cache misses but it will reduce the fragmentation.
      How you guys deal with that ? Do you just reserve a lot data ?
    • By Hermetix
      I am trying to setup the custom wizard for making a 3ds MAX 2018 plug-in (to export a character animation data), but I can't locate the wizard file folder to put the .vsz file in. In the 3ds MAX 2018 docs, it only mentions where the folder is in VS 2015 (VC/vcprojects). It's a VC++ project, but I don't see any folder in VC for the wizard files. I'm using VS 2017 update 15.5.6 Enterprise, and the folders in VC are: Auxiliary, Redist and Tools.
  • Advertisement
  • Advertisement
Sign in to follow this  

Missing Namespaces on Windows 8.1 Target/Visual Studio 2017.

Recommended Posts

I haven’t touched Windows development since Windows Vista, and I have only worked with the Win32 API (not MFC or etc.)

I got a project from online that was made for Visual Studio 2015 and up to Windows 8.1, but I see no reason I should not be able to compile it with Visual Studio 2017 (I am running Windows 10 but I don’t think it was re-targeted towards Windows 10 during the project upgrade).

But it gives me this error:

using Microsoft::WRL::ComPtr; // Error	C2653	'Microsoft': is not a class or namespace name

Obviously searching for what I need to #include to get a namespace called “Microsoft” is useless—the returns are just MSDN articles explaining what namespaces are as it is not clever enough to realize I am telling it that the namespace is named Microsoft.

So clearly I am missing some #include but this is a bit baffling as the project should just work.  My research shows this is part of a “Universal” framework.  I’ve spent the last 4 hours adding all the optional components to Visual Studio 2017 that could possibly be related and nothing fixes it.

What the hell is this, what is the missing #include, and what the hell components do I need in Visual Studio 2017?

L. Spiro

Edited by L. Spiro

Share this post

Link to post
Share on other sites

Try this:

#include <wrl.h>

ComPtr isn't strictly a part of the Universal Windows framework, it's actually a part of the Windows Runtime C++ template library. I've used it for storing references to D3D11 COM objects even when using Win32. It should come as part of the Windows SDK.

More info can be found here: https://msdn.microsoft.com/en-us/library/hh438466.aspx

The reference for the class is here:  https://msdn.microsoft.com/en-us/library/br244983.aspx

Edited by Oberon_Command

Share this post

Link to post
Share on other sites

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  

  • Advertisement