Quote Originally Posted by qtoptus View Post
Good question since both are valid platform-portable solutions. The answer is framework portability. I'm intending to implement the entire game engine/logic as a decoupled module from the GUI/Qt framework so that I can just plug it into other frameworks more easily, such as SDL, Glut, or any other kits. I could just say: gameInstance->DoFrame(); from within OnIdle() function, which I assume in this case, works exactly like a idle event block in conventional win32 api non-blocking GetMessage even loop.
I don't think a game loop speed should depend on the number of idle calls of the machine. You should setup a proper timer with a predefined interval to get a constant iterations per second of the game loop. As for the timer itself, you can abstract it as well and have it implemented by the GUI framework.

Now my question, is there any strong argument why I should not use any other 3rd party libraries in Qt?
Right now I am trying to find the problem, not suggesting any permanent solutions. Try removing the boost call and see if it changes anything. There shouldn't be any clashes so first let's make sure this really is the problem.


pApp->processEvents() was suggested by someone for solving the same issue, but it was a different thread.
And obviously it didn't work

How about you tell us what is the ultimate goal you are trying to achieve here and we suggest an approach for it?