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Stinkfist

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About Stinkfist

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  1. Not really familiar with ASM, but codegen bugs/shortcomings are not unheard of. Which VS 2015 version BTW? FYI, Update 3 introduced a completely new optimizer which is on by default.
  2. [SFML & C++] vector erase error?

    The C++98/03 standard's STL implementation of vector::erase() takes only iterator; const_iterator overload has been added in the C++11 standard. However, at least MSVC's implementation has had a const_iterator overload already in VS 2008 (maybe even earlier), which has been a classic gotcha when developing cross-platform C++98/03 projects.
  3. If you like videos: https://channel9.msdn.com/Browse/Tags
  4. C++ as a scripting language

    Check out http://runtimecompiledcplusplus.blogspot.com/. The code is available at https://github.com/RuntimeCompiledCPlusPlus/RuntimeCompiledCPlusPlus. At least one integration example to an existing game engine can be found http://urho3d.prophpbb.com/topic308.html.  
  5. C++ multiplatform engine/framework/library?

    Urho3D might be worth checking out.
  6. Usually I've used QTreeWidgetItemIterator like this without any problems:  QTreeWidgetItemIterator it(treeWidget); while(*it) { (*it)->something(); ++it; } Are you deleting them items somewhere in your code? Remember that QTreeWidgetItems are not QObjects and one must safely delete (remember to set to null) them manually. Your hasRoot logic seems a bit odd. QTreeWidget has a default invisible root item (QTreeWidget::invisibleRootItem()) by default to which all top-level items are added.
  7. msvc "install" command?

    It's probably possible to achieve something similar by specifying some custom post-build steps, but yeah, choosing CMake over manual sln would be probably recommended, and makes this among many other stuff a lot easier.
  8. Typically you want to declare your variables upon the first usage and not beforehand. Also, you don't want to declare an unused variable: this will likely produce a compiler warning and the variable is most likely removed by the compiler optimizations altogether anyways. An empty std::vector will take some bytes of memory, but the exact size depends on the used compiler, STL implementation, and target architecture. F.ex. figures for couple different MSVC implementations can be found here: http://blogs.msdn.com/b/vcblog/archive/2011/09/12/10209291.aspx
  9. Maybe consider using entity-component system for your game engine (i.e. composition, mentioned by BitMaster).
  10. Problem with C++ and visual studio 2010

    Edit: slow pony is slow.
  11. MS VS2012 keyboard language troubles

    Try Alt+Shift.
  12. Version control for begginers

    Simply learn both SVN and Git. I'd highly recommend learning SVN first, due to Git's steep learning curve. SVN will give you a decent understanding of VCSs in general quickly, after which you can hop into more advanced topics. I personally first hated Git when I tried to learn (and am still learning...) it after SVN, but once I got some sort of hold of it, I realized there's no going back (to SVN). As your focus is in making games, you probably end up using SVN more, assuming you will work with not-so-tech-savvy people (artists etc.). If you can, use TortoiseSVN and TortoiseGit - they'll make your life a lot easier.
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