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Game Development

What can we say - we like games. And you can use Qt to write some. Questions? Ask here.
871 Topics 4.1k Posts
  • QT for games

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    Hi Jaysistar. See the post. "Cute3D":http://qt-project.org/forums/viewthread/42924/
  • OpenGL VBO

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    ok but @&vector[0]@ is an different address, mby @ &vector->at(0) @ (or @&(*vector)[0] @ seem to be the same) will work in openlgl I'll try that but i think I alrdy tried &vector-at(0) and It didn't work, we'll see
  • Stereo in framebuffer, but not in processed framebuffer

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  • How to make a Monopoly board with Qt

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    You could instead use a QGraphicsView for the board and QGraphicsPixmapItems for the 'tokens'. It might take longer to implement though, depending on your learning curve.
  • Card game interface and functionality

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    Hi Marcius, how has your progress been so far, and did you decide for QML? I would highly recommend using QML for the UI of your game, as it is better suited for mobile and a more rapid development approach than C++. If you do not have any performance-sensitive code, I would even try using JavaScript/QML for the game logic as well. Our games for example are purely based on QML & JavaScript with some of the more performance-sensitive tasks like path finding written in C++. You can have a look at the source code of them here: http://v-play.net/doc/vplay-examples/ Cheers, Chris
  • I posted this in the main section but it might better here

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    SGaistS
    Hi, Please don't post the same question in multiple sub-forum, one is enough. "Duplicate":http://qt-project.org/forums/viewthread/41548/ Closing this one
  • OpenGL ES 2.0 & the Depth Buffer/Texture

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    I have a question. In case with m_hasDepthTextureExtension == true. Do I need attach render buffer? Because in another case glCheckFramebufferStatus may return error incomplete framebuffer, right?
  • Rotating 2 objects Qt and openGL.

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  • Drag and Drop to QWindow used to render OPENGL directly

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  • Big Issue with Qt key inputs for gaming

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    SGaistS
    What do you mean by not compatible ? If they have found a bug/regression build error, did they report it to the "bug report system":http://bugreports.qt-project.org ? If not it would be a good idea to, otherwise the Qt devs won't hear from it (unless it's talked about on e.g. the interest mailing list, but still a bug report would be best) No grudges that I know of, as to why one is and the other is not, you would need to go back in the history of Qt. I don't think it's nonsense, the classes are there to be used. However there might have been a change that broke something and it's important to fix it. What I would recommend is: open a bug report (or several depending on your problems) with all infos needed (OS/Compilers etc.) and the errors you are getting.
  • Stereoscopic 3D in QGraphicsView

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    Chris KawaC
    OpenGL has support for 3D via draw buffers. With the usual double buffering setup when swap is called the GL_FRONT and GL_BACK buffers are swapped and you always draw to GL_BACK. For 3D OpenGL has separate buffers for left and right eye: GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT and GL_BACK_RIGHT. So this would be something like: glDrawBuffer(GL_BACK_LEFT); //draw the scene for left eye glDrawBuffer(GL_BACK_RIGHT); //draw the scene for right eye The thing with a 3D and OpenGL though is that for whatever reason industry decided that it's not your average consumer thing. To output 3D signal to your TV the graphics driver needs to allow it. Most consumer drivers don't support stereoscopic OpenGL. You need a "professional" card like NVidia Quadro or ATI FirePro 3D. It's actually the same hardware as the usual geforce or radeon except the drivers are different and for that you pay extra :( That's why you don't see any OpenGL games work with things like NVidia 3D Vision and it's a shame really but that's how it is.
  • [Solved] QGLShader, Program completely crashes

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    Didn't even know both ways existed :o But thanks, it works now :)
  • [SOLVED] Two Viewports in QGLWidget

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  • How can I pass QPixmap to different class

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    D
    With a pointer you don't "share" the object but you share the memory the object is in. So you always know you have the right object and the newest object. Pointers and there effect are hard. I also struggle with them. But there is a good c++ "book online.":http://cppannotations.sourceforge.net/annotations/html/ Chapter 16. But there is more about pointers in this book. I don't really know what you meant about collision but it's all in the same memory. So if you always want this object that's the way to go.
  • [solved] vectors and QGraphicsPixmapItem

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    M
    I know, and I do enjoy learning these things. I just wish I would spend a little less time coping with all sorts of errors and more time on actual coding :) But I guess that's a part of it too. Well, just finished rewriting the code. All I have now is a bucketload of pointers and references and got rid of those errors I previously had. All thanks to you!
  • [solved] deal cards and add to the scene

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    SGaistS
    Yes, sometimes it's a simple thing :) But can be hard to track down :-D
  • Rotate the camera in qt3d

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    J
    Well, in Qt3D, a class named "QGLCamera" is available, you can use pan(), tilt() and rotate() method to rotate camera by different axis.
  • Ogre3D widget with MSVC2010 Qt5 and ogre 1.9

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    SGaistS
    Isn't this thread a duplicate of "this":http://qt-project.org/forums/viewthread/39539/ ?
  • Line of sight against terrain

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