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Game Development

What can we say - we like games. And you can use Qt to write some. Questions? Ask here.
865 Topics 4.0k Posts
QtWS25 Last Chance
  • Welcome!

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    JKSHJ
    Hi, [quote author="cseder" date="1423513071"]But Qt has an excellent solution which makes working with OpenGL a lot simpler: The QGLWidget class is a widget for rendering OpenGL graphics. Read all about it: "QGLWidget docs":http://doc.qt.io/qt-5/qglwidget.html#details.[/quote]QGLWidget is deprecated. Use "QOpenGLWidget":http://doc.qt.io/qt-5/qopenglwidget.html instead. Also check out "VoltAir":http://blog.qt.io/blog/2014/07/21/google-labs-voltair-game-built-with-qt/ -- it is a game that Google built on top of Qt Quick.
  • keyPressEvent isn't called simultaneously.

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  • New version of Qt I am trying to write again the code

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    ?
    I added -x instead of x and It is working better.
  • Simple Qt/C++ games

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    BondrusiekB
    Shake Generator [image: doc.png] Source code: https://github.com/Przemekkkth/shake-generator-qt
  • Trying To Explain To Qt That I Need QGView To Follow My Player Sprite

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    G
    @Pl45m4 Thank you for those ideas. I'm feeling less wandering-the-wilderness now, thanks to the advice I'm getting here.
  • Q: Qt - [c++] Qt6 TextToSpeech does not use Localization

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    K
    It appears as if I have mutliple engines installed on my setup. So, instead of auto *text2speech = new QTextToSpeech(this); i changed my code accordingly: for (auto const& v : QTextToSpeech::availableEngines()) { qDebug() << "available engine: " << v.toStdString(); auto *text2Speech = new QTextToSpeech(v); // find suitable locales } So I am not randomizing voices anymore. I take the first best english voice. It works. Now testing on Linux :-) best regards, kevin_d
  • QPainterPath to draw curve with fading

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    johngodJ
    @Ejok88 Hi I used the the book of shaders site tutorials to create the fuzzy circle check here https://thebookofshaders.com/ I actually got a very simple idea for your problem, just use a line with width which is just nothing more that a rectangle with two colors on the edjes, and use GL_TRIANGLE_STRIP , see this new example https://bitbucket.org/joaodeusmorgado/opengltutorials/src/master/T11_FuzzyLine/mygl.cpp#lines-185 Then you just add vertices to compose your line, note that you have to use "two" lines side by side to make the double fade out effect. Then you need to add 3 more lines without width, to the center and the 2 lines in the extremes. A bit of work but doable. I can help further if you need, but right now I just to much work overloaded. What is your use case, are you using widgets and Opengl ? I think going with quick3d would be easier, it that is an option for you.
  • No way to use particle system directly from C++?

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    BondrusiekB
    Hi, i was also looking for such a module in pure Qt/C++ some time ago. Unfortunately, as far as I know, there is no such equivalent. If you want to achieve such results, you have to use either QPainter or OpenGL.
  • QRhi rendering question

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    D
    FWIW, the fixed code (thanks to github copilot) void SpectralChannel::render(QRhiCommandBuffer *cb) { //update resources first updateTextures(); Area scaledDisplayArea=convert.toScaled(displayArea); scaledDisplayArea.moveLeft(0.); QMatrix4x4 scaledDisplayMatrix=scaledDisplayArea.toMatrix(); resourceUpdateBatch()->updateDynamicBuffer(...); for(QHash<LayerPtr, SpectralTextureMeta2>::iterator tex = textureList.begin(); tex != textureList.end(); tex++) { resourceUpdateBatch()->updateDynamicBuffer(...); ... } cb->resourceUpdate(resourceUpdateBatch(true)); //start drawing commands cb->beginPass(renderTarget(), Qt::black, { 1.0f, 0 }, resourceUpdateBatch(true)); cb->setViewport({ 0, 0, float(width()*devicePixelRatio()), float(height()*devicePixelRatio()) }); for(QHash<LayerPtr, SpectralTextureMeta2>::iterator tex = textureList.begin(); tex != textureList.end(); tex++) { cb->setGraphicsPipeline(tex.value().spectralPipeline.get()); const QRhiCommandBuffer::VertexInput vbufBinding(tex.value().vertexBuf.get(), 0); cb->setVertexInput(0, 1, &vbufBinding); cb->setShaderResources(); cb->draw(4); } cb->endPass(updateFrameBuffer()); }
  • Using OpenSSL 3 https connection

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    piervalliP
    @JonB in the release notes openssl 3 is added in the 5.15.10
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    D
    Thank you @Christian-Ehrlicher it worked! Could it be considered as a bug? (I would expect the cmake files of Qt to link openGL as I'm using Qt6::OpenGL)
  • This topic is deleted!

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  • Development of a GameController for QtQuick3D

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  • Using Qt to build an editor for an OpenGL ES3 game engine

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    S
    For that you'd need DX and OpenGL interop, i.e. you can share a DXGI resource (i.e. a texture) with OpenGL. There are extensions for that. BUT, on Windows Qt uses libAngle which normally uses DX so basically if the right APIs are available you don't need to do any OpenGL - DX interop since everything would be DX at the end of the day.
  • 3 Votes
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    8Observer88
    Critical problems for WebAssembly Background color of parent window is changed to black: https://bugreports.qt.io/browse/QTBUG-120651 emscripten_request_pointerlock() returns EMSCRIPTEN_RESULT_UNKNOWN_TARGET: https://bugreports.qt.io/browse/QTBUG-126513 Dealing with keyboard layout for input on Qt WebAssembly: https://forum.qt.io/post/790688
  • QRHI Compute Shader

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    SGaistS
    Hi, I haven't tested QRhi yet but did you try the RHI Window example to see if things are running on all the backends you have on your machine ?
  • QRhi Device Choose

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    SGaistS
    Can you post a link to the ticket ? It will make it easier to find for other people looking for a similar functionality.
  • Moving away from Qt3D, is QtQuick3D ready?

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    R
    Closed source, sorry. But its not too hard to implement.
  • SFML to Qt...

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    O
    It looks like now I can't connect Qt and SFML, because there are new virtual methods in QWidget, so vtable isn't being builded
  • Performance Discrepancy Between QOpenGLWidget and freeGLUT in High-FPS Rendering

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    L
    I used X2L for game machine. When I render a1920x1080 image with freeGLUT, I can get fps up to over 100. But in case of QOpenGLWidget, I can't get even 20 fps. So I decided to use X4, but I want to know the reason. Thanks https://radxa.com/products/x/x2l