Skip to content

Game Development

What can we say - we like games. And you can use Qt to write some. Questions? Ask here.
862 Topics 4.0k Posts
  • Mine field Layout problem (solved).

    7
    0 Votes
    7 Posts
    2k Views
    SGaistS

    You're welcome !

    Since you have it working now, please update the thread title by prepending [solved] so the other forum users may know a solution has been found :)

  • Help. Can this be done?

    3
    0 Votes
    3 Posts
    1k Views
    N

    [quote author="leon.anavi" date="1386032244"]

    Btw Nokia does not own Qt any more. "Digia acquired Qt more than a year ago":http://qt.digia.com/About-us/News/Digia-to-Acquire-Qt-from-Nokia/
    [/quote]

    That isn't even related to what i asked before.

  • 0 Votes
    2 Posts
    3k Views
    F

    Hi,
    the best way to separate physics from rendering, and also separate game logic from rendering is by using a component-based development approach.

    This means, your game entity is just a container of components each having one particular functionality. Should your entity interact with the physics system? Then add a physics component. Is it a sprite, a Rectangle, or whatever? Then add these visual components. Should the game logic be triggered every second? Then add a Timer component and add the logic there. Should the entity be controlled by an AI? Add the respective AI component.

    We have used this concept in V-Play, which comes with the source code of the QML game API in the SDK. You can download it for free and have a look at it.
    You also might find our tutorials and sample games useful to understand how component based systems work in practice.

    Cheers, Chris

  • 0 Votes
    6 Posts
    3k Views
    F

    Hi,
    we also have some beginner's tutorials on the V-Play website:

    How to create a "physics game":http://v-play.net/doc/vplay-entity-concept.html How to create a "balloon popping game":http://v-play.net/doc/howto-balloon-game.html How to create "Pong":http://v-play.net/doc/howto-pong-game.html

    These resources are for QML & JavaScript, which are easier to learn and faster to work with than C++..

    Cheers, Chris

  • Qt as game GUI with DirectX?

    2
    0 Votes
    2 Posts
    3k Views
    sierdzioS

    No. ANGLE support is provided only because Windows is a crippled platform ;) All it does is to translate OpenGL ES calls into DirectX. Not many people are interested in developing this further, or at least I have not heard of any developments here. All new graphics-related code in Qt is done in OpenGL.

  • 0 Votes
    1 Posts
    906 Views
    No one has replied
  • My little game

    1
    0 Votes
    1 Posts
    1k Views
    No one has replied
  • 2d graphics tutorials?

    3
    0 Votes
    3 Posts
    5k Views
    F

    If you are making a game, I would recommend using QML and JavaScript as you can make much faster progress with these technologies compared to C++.

    Also, using a game engine might be of interest for you which handles many of the things needed in games. We have built a Qt-based game engine called "V-Play":http://v-play.net which also has a Free version so feel free to try it. To get you started quickly, you can see the "BallonPop Game Tutorial":http://v-play.net/doc/howto-balloon-game.html or "How to make a physics-based game with QML":http://v-play.net/doc/vplay-entity-concept.html.

    Cheers, Chris

  • Help with multitouch game (Meego N9)

    2
    0 Votes
    2 Posts
    1k Views
    F

    Hi,
    I just read your message now.

    We have implemented a multitouch component available for Qt Quick 1.1 and Qt 4 in "V-Play":http://v-play.net. V-Play is a cross-platform game engine for mobile 2d games. The documentation of the "MultiTouchArea component is available here":http://v-play.net/doc/vplay1-multitoucharea.html.

    For MeeGo, Symbian, Windows, Mac & Linux you can use the Free version of V-Play to publish your games. You can also test your games on your iOS & Android devices with the Free Plan.

    Cheers, Chris
    (Disclaimier: I'm the Co-Founder of V-Play ;)

  • 0 Votes
    7 Posts
    3k Views
    S

    There is nothing wrong using QWindow. But when you need QGLWidget functionality, you must use "createWindowContainer":http://qt-project.org/doc/qt-5.1/qtwidgets/qwidget.html#createWindowContainer. I did not know this function, when I wrote the post.

  • 3D Audio - it´s possible with Qt?

    10
    0 Votes
    10 Posts
    3k Views
    W

    It´s possible Pan a sound in Qt? using C++?

    Regards.

  • 0 Votes
    5 Posts
    4k Views
    S

    yeah except qt's gl functions support sucks horribly even in 5.1, ime.

    and you'd definitely want to use glm. qt has crap for matrices handling. simple things like projcetion, unprojection, zooming...inversing..

    and also, GLM is SIMD optimized, I don't think qt's matrix stuff is. and is very similar to glsl in nature. especially for newbies, and since most tutorials out there use glm (for good reason).

    oh and qmatrix is deprecated in 5.x, and you should not be using qt 4 at all if you don't have to. you're going to have a bad time with opengl.

  • OpenGL + Macbook Pro

    3
    0 Votes
    3 Posts
    2k Views
    K

    Thank you a lot!

  • How to: Smooth rendering mainloop ?!? [solved]

    10
    0 Votes
    10 Posts
    4k Views
    SGaistS

    QPainter can make use of OpenGL but not necessarily, and you can also use OpenGL code directly (it all depend on what you want to do)

    Anyway, the example shows another way to trigger the update of the window using QEvent::UpdateRequest. Event which will be handled in the event() function. Following the code path, the event handling will do a call to renderNow(), and at the end of it, renderLater() is called, which will queue a new UpdateRequest and all starts again

  • 0 Votes
    1 Posts
    849 Views
    No one has replied
  • 0 Votes
    4 Posts
    8k Views
    S

    i'm actually in the process of porting my (previously sdl and pure gl 3.0+) game to qt 5 and using qml2 for the ui. it looks awesome so far, and it's made things so much easier.

    i highly recommend it. My code's here in a branch, http://github.com/sreich/ore-infinium if you're interested in it. I am currently running into an issue surrounding key events and implicit (qt event) threading though.

    Other than that, it's been great and I haven't had performance issues as I expected. Not only that, out of the box qml2 is better at performance than e.g. librocket, which was what i was previously using. not to mention way, way, way easier and efficient to develop for. And qt 5.2 is supposed to bring some real big yields in the optimization for rendering part of qt quick. (e.g. reducing draw calls, overdraw, texture switches, etc.)

    So in the end it should result in really big wins for me.

  • glutSolidSphere won't work after updating

    1
    0 Votes
    1 Posts
    1k Views
    No one has replied
  • QT 5.1: Pure desktop OpenGL in widget?

    2
    0 Votes
    2 Posts
    2k Views
    S

    Solved here: http://qt-project.org/forums/viewthread/33030/

  • How many games based on Qt are there?

    25
    0 Votes
    25 Posts
    21k Views
    Q

    Hey

    I have 2 games made with Qt, commercial ones

    Check them

    www.compassgames.net

    Also I'm hardly working to release a newer versions of both with online gameplay and stuff

    Hopefully the quality helps, iOS versions are not deployed with Qt but I will deploy then with Qt 5.2 once it's out

  • 0 Votes
    1 Posts
    2k Views
    No one has replied