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jpetrie last won the day on July 18

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  1. I couldn't tell you, as I've never done anything beyond launch Unity and quit it on any of my machines. It's possible somebody else may be able to chime in though. I'd still just give it a shot and see.
  2. I'm not sure at all. If you get the low-end model (as far as RAM is concerned), I've have my doubts. If you get as much RAM as you can, I'd be less doubtful. I don't use Unreal outside of work so I don't have first-hand experience with how well it runs on laptop specs. I also work on games that are significantly more complex than the ones you're likely to be building with it, so my experience with how and where it performs poorly even on my work desktops isn't likely to translate well for you. What I'm suggesting is that you just try it for yourself. You don't seem like you're on the "Unreal or nothing else" train so if it doesn't run well, there are plenty of other good options.
  3. This is entirely false. If you are comfortable with using macOS, you will have no more or less difficulty developing games for it than you would anything else. Outside of work, it's all I do, and I greatly prefer it to the experience of working on Windows. Your experience might be different, as might anybody else's but that's just their experience. There's nothing particularly wrong with the platform in that respect. This, however, is more true. The Mac platform has historically not enjoyed nearly the same popularity as Windows, and consequently there have historically been significantly fewer games of the AAA quality you find on Windows. This has improved in recent years, but it's still very likely that <insert upcoming game you want here> isn't going to be available for the Mac. This means it's also not as strong of a market for releasing and selling your games as Windows might be. However, if you're just getting started that's not likely to be a huge concern. And in the long run it's still very possible to make a living selling Mac games... you just might have to work a bit harder at it. At this point I wouldn't consider it too much of an issue for you. Both Unity and Unreal provide ways for you to write your own code. You can do basically as much or as little "drag and drop development" with those engines as you are comfortable with. This makes them good places to start. If they really turn you off, though, Cocos2D is a popular framework that is available for the platform, and Apple's SpriteKit and SceneKit are reasonable things to explore when you're getting started as well. I'd try to run Unity and Unreal, incidentally, if they interest you. You might find them more usable than you think, performance-wise. If not, you can fall back to something like Cocos2D or some other framework you can just manually link into your app in Xcode. If you're buying one without user-upgradable RAM, then absolutely. Starving a macOS machine of RAM is one of the best ways to render it unacceptably slow and the low-end configurations Apple provides are borderline-unethically starved of RAM, especially for serious work like software development. If you are getting an older model you can upgrade, and you are comfortable swapping the RAM yourself, it's cheaper to buy the RAM from a third party. If not, you can't upgrade it later, so get as much as you can up front.
  4. There is no "best" way, really; you should organize it in a fashion that works for you. What you want is for your portfolio to demonstrate the things that show off your skills as a developer, so you will likely want to prioritize the display of projects that are more impressive on some scale or show off something you are particularly proud of. There are no rules for what needs to go into a portfolio. You don't necessarily need "complete" games, for example, if you're a programmer. Portfolios are very subjective things, both in terms of how the author will assemble them and how any potential employers will review and judge them. It's impossible for you to know the latter, usually (and every employer will be different anyhow), so you should focus on structuring it in a way that allows you to show yourself off in the best light you think possible.
  5. It's a good question and I thought about just suggesting this as well instead of what I said in my original post. However, for me it comes down the fact that allowing these necro posts tends to bury new discussion at the end of 5+ page threads from the turn of the century. This makes it less discoverable, because there's a bunch of old crap to wade through first before you necessarily have the context, and wading through that old stuff is potentially totally irrelevant because of how old it is (things may be different now), and it's consequently easy for some posters to then derail the new discussion entirely because they picked up on some statement that was true in 2001 but isn't now, and they post to "correct" that 2001 poster (perhaps because they too didn't notice the date). And that's just for the well-intentioned necro posters, who maybe don't realize they're doing it. There's also the set of posters who reply to these threads just to be jerks and "get the last word in," so it's nice to be able to shut that down.
  6. We have a longstanding policy about avoiding thread necro'ing in year-old (plus or minus some months) topics. Can we just fix this by enabling some option to automatically lock or otherwise disable responding to posts above some threshold? It would eliminate a lot of annoyance for moderators and, especially, users (who I'm sure love getting the silly slap-on-the-wrist warnings from us for something that, it seems, the site could easily just prevent them from doing). It would also eliminate any subjective wiggle-room in "how old is too old" determinations from moderators.
  7. Please do not necro year-old posts.
  8. That's not something we can help you with. If you are unwilling to leave your house, you can try various online resell places like eBay and try to find something you can afford there.
  9. So the "paused" clause is literally for like, "user has paused the game" or otherwise suspended the application and not to pause the loop to throttle down to your target framerate? That does mean the sleep is probably not the cause of your lag, unless you're accidentally flip-flopping the state of the gating variable someplace (breakpoint in the debugger to verify), although the Sleep() is still not the best way to handle that. Neither here nor there, though. You can upload the .exe someplace, although the chance that somebody will download a random .exe is slim (and you'll want to make sure you upload an appropriately self-contained package, e.g., not a debug build etc). You could also upload a .zip of the project and somebody might be willing to build and verify it for you. Or try making a video and sharing that. Something else you might try as a diagnostics technique is to make the shape move back and forth on its own, without mouse input. Then observe the behavior as it runs, keeping your mouse still and your hands off the keyboard. Then, observe the behavior as it runs while you move the mouse frantically over the window. This can help rule out whether the delay is due to a factor of the Win32 message queue size or simply a constant issue.
  10. You might try local thrift shops, or similar second-hand stores, in your area.
  11. The most obvious factor is that the Sleep(100) in your core loop will always halt your application (and thus your updating and rendering of the position of the shape) for at least 100 milliseconds, if not more. The cursor, being driven by the OS, blissfully does not care about that and will update the cursor in realtime. That Sleep() is not needed. It's often seen used to "make sure we don't use 100% of the CPU," but that goal itself is often based on a false premise and even then, sleeping the whole thread for an arbitrary amount of time isn't the solution. If your base class WndProc is doing anything with mouse-moved events that is time-consuming, that can also throttle back your core loop since mouse-moved events are _very_ spammy. Similarly, if the base framework class is trying to force a WM_PAINT, which is a low-priority but spammy (even though it's coelsced) message, and doesn't actually correctly handle that WM_PAINT, that can also throttle back your core loop by causing the branch into the positive case for the PeekMessage check to be taken way, way more frequently than you generally want. I'd verify those.
  12. How are you invoking your actual rendering? Is it in the WM_PAINT handler of your message loop, by chance? (If not, please show the code that invokes it and the code that drives you main loop... and probably your actual window procedure as well; those are the likely culprits).
  13. What exactly is it you're trying to accomplish (if you say you're not rebasing anything yet, why are you running the command)? The "proper" content of that text file depends on your goal, and putting the wrong thing in there (or deleting the wrong stuff) can have unpleasant consequences.
  14. Handle errors how? D3D reports almost all failures using HRESULTs, you don't need dxerr.h's functions to interpret and handle those failures. For the most part the SUCCEEDED() and FAILED() macros will let you make the appropriate determination, and they will be pulled in by simply including Windows.h. The dxerr library is basically dead. All it was useful for, really, was getting formatted error strings from some HRESULTs, and some utility macros. If you really need that functionality you can find various reimplementations (for example, header and source). In practice I've found it more useful to simply write code that interprets the actual HRESULT in the context of the actual failure and propagate a custom error message to users that way, rather than the generic context-free messages produced by the old dxerr functions. You can also use FormatMessage directly.
  15. What's the error you get when you try? Adding a "reference" to a native project like that isn't necessarily going to set up the include paths correctly; probably the only thing it's doing for you is ensuring the referenced project builds before the referring project. Depending on how you set it up, it may also be automatically linking in the static library output of the referenced project. Chances are, you need to go into the project settings for your main project and find the include search paths option, and modify it to include a relative path from your project to the directory containing the D3DApp.h source code. Or, frankly, not bother with a separate project for this and just lump it all into your main project.