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Flimflam

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  1.   Actually, if you have a busy wait loop running like that, it actually will run the processor ragged, and if they're on a laptop it's going to be eating their battery to its fullest.  If they're committed to a tight loop, however, you don't need to call Sleep every frame. Every 10-15 frames should be enough to give the CPU a breather, maybe even more, and over such a period of time, the time eaten by sleep will be barely noticeable.     However I really don't think I'd advise a loop like that. I second the notion that limiting your main rendering framerate should be handled by vsync because there is almost no reason to do it yourself and lots of reasons why you wouldn't want to do it yourself.
  2. Didn't you ask the very same question yesterday? Why make a new thread?
  3. Honestly, I think XML might be hated a bit too religiously these days. Many of the biggest things make the biggest targets for criticism. Unless you're going full-featured in your XML usage, it's plenty readable and if you make proper use of attributes, it isn't that much bigger than things like JSON.
  4. You're already on the right track, it sorta looks like. D3DX provides the ID3DXFont interface for loading system fonts and drawing with them, and your code seems to be calling into that interface, just not at the right time. You can't draw to the textures/sprites as you load them, if that's what you're asking (without render targets or direct texture editing) but you can draw the text over the buttons when it comes time to render everything.   Just call the ID3DXFont:DrawText method when you're calling the draw code, after you've drawn your buttons. 
  5. If all you care about is 60FPS, then call Present() with the D3DPRESENT_INTERVAL_ONE flag. This will enable vsync, limiting your FPS to the monitor refresh rate.   This probably isn't the most reliable method if he intends on getting 60fps across the board. The number of 120hz monitors are increasing rapidly, so those individuals will be getting locked at twice the speed of others with 60hz displays. 
  6. I think D3D9 is still so prevalent among newbies because of how easy it is to get into and no real reason to use 11. D3D9 isn't really that bad. Unless you're doing really fancy things in 3D (something a newbie would not be doing), you don't even need shader levels higher than 3. When you also consider that most AAA studios are still pushing out D3D9 games with optional D3D11 binaries, it just doesn't seem all that imperative to go there.   Even considering their odds of releasing a game before XP becomes insignificant, it might just not seem worth the risk. They might end up with a Terraria or something pretty early on. As I recall, that game was something made as something of a learning experience for the developers. 
  7. You can take a look at this: http://www.delgine.com/index.php?filename=product_deled   Please note that I am not personally endorsing this product. I have never used it, and merely coincidentally saw it mentioned in another thread and thought I'd mention it to you since you seem to be asking. It seems to have an X exporter, if not built in, then in plugin format on that site, which would be what you need for integrating created content with XNA.
  8. I hope MonoGame further separates itself from XNA and does things like making the content pipeline optional and the various classes instantiatable outside of it (spritefont, effects, etc). I can never get the content pipeline to work properly with Monogame. 
  9. I've run some SharpDX samples checking with both vsync on and off and I'm not seeing this behavior. 
  10. Your Java background will do extremely well for you when it comes to learning C#. With the exception of the different runtime classes, the language itself will feel almost identical.  With some cursory learning where the new bits and bobs are in the runtime, you should be making games in no time.    As for graphics libraries... .NET makes extensive use of GDI+ for rendering graphics. It's not really built for rendering graphics quickly, so you're better off using a separate library for this task. XNA is pretty good at getting you going writing games in C#. There is tons of tutorials and sample stuff around the net for XNA if you're interested. 
  11.   I really wish Microsoft would create an appropriate replacement for it. I always wondered why C++ didn't get some sort of WinForms library. Then again, these days things like Qt are around. 
  12. I'm a little confused about your intentions... Is it your intention to create a SKSE plugin for Skyrim? If so, after a quick glance inside the package, there appears to be an example project inside the source package (\src\skse\plugin_example) that shows you how to achieve that goal. You don't need to putz around inside SKSE's actual source code to create a plugin.
  13. If you're using ID3DXSprite, it requires a texture to use. If you want to continue using that interface, the best choice you have is simply using a 1x1 texture. This will have completely negligible effects on performance. 
  14. Why the chip on your shoulder regarding MMOs?
  15. That's weird. I haven't used C++ in years, long before C++11 was supported in compilers, but I never had trouble embedding templates inside templates without that extra space. Compiled code both with Microsoft's compilers and gcc back then.