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Loop Run

Scheduled Pinned Locked Moved Game Development
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  • SGaistS Offline
    SGaistS Offline
    SGaist
    Lifetime Qt Champion
    wrote on last edited by
    #2

    Hi,

    Pretty well when you have the right hardware.

    More seriously, what exactly are you looking for ?

    Interested in AI ? www.idiap.ch
    Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

    1 Reply Last reply
    1
    • Everton FonsecaE Offline
      Everton FonsecaE Offline
      Everton Fonseca
      wrote on last edited by
      #3

      I'm looking this way

      // Qml javascript
      item{

      // init object
      

      Component.onCompled: {

       // here being a parallel thread
        While (runningGame)
       {
             Update ()
             ...
             Sleep SPF 60
          
       } // end while
      

      } // end event onCompled

      } // end Item

      This is possible to do, do you have any example of a game in the qml that does it?

      1 Reply Last reply
      0
      • SGaistS Offline
        SGaistS Offline
        SGaist
        Lifetime Qt Champion
        wrote on last edited by
        #4

        No, I don't have any example doing it like that and I don't think it's a good idea either.

        What would you do in that loop ?

        Interested in AI ? www.idiap.ch
        Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

        1 Reply Last reply
        1
        • Everton FonsecaE Offline
          Everton FonsecaE Offline
          Everton Fonseca
          wrote on last edited by
          #5

          Update all objects

          mrjjM 1 Reply Last reply
          0
          • Everton FonsecaE Everton Fonseca

            Update all objects

            mrjjM Offline
            mrjjM Offline
            mrjj
            Lifetime Qt Champion
            wrote on last edited by
            #6

            @Everton-Fonseca
            But any object will update/draw itself is its state changes?

            1 Reply Last reply
            1
            • Everton FonsecaE Offline
              Everton FonsecaE Offline
              Everton Fonseca
              wrote on last edited by
              #7

              That same design change status, how do I do that?

              1 Reply Last reply
              0
              • SGaistS Offline
                SGaistS Offline
                SGaist
                Lifetime Qt Champion
                wrote on last edited by
                #8

                What kind of update do you have in mind ?

                Here you have a small game sample that doesn't need any infinite loop.

                Interested in AI ? www.idiap.ch
                Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

                Everton FonsecaE 1 Reply Last reply
                2
                • tekojoT Offline
                  tekojoT Offline
                  tekojo
                  wrote on last edited by
                  #9

                  It sounds like you are thinking in the traditional way (the way people think of real time operating systems).

                  QML wasn't designed with this idea in mind. It goes design and objects first. The framework will then get you the FPS your hardware can handle (probably 60, or whatever your graphics card usually outputs to your monitor).
                  Of course QML provides timers, but they also work automatically, you do not need to "sleep" them.

                  1 Reply Last reply
                  2
                  • SGaistS SGaist

                    What kind of update do you have in mind ?

                    Here you have a small game sample that doesn't need any infinite loop.

                    Everton FonsecaE Offline
                    Everton FonsecaE Offline
                    Everton Fonseca
                    wrote on last edited by
                    #10

                    thanks = D

                    1 Reply Last reply
                    1
                    • G Offline
                      G Offline
                      Galbarad
                      wrote on last edited by
                      #11

                      i'm using timer for updating game state
                      30 mks give 33FPS and this working on mobile

                      Timer {
                              id: tMain;
                              interval: 30;
                              running: false;
                              repeat: true
                              onTriggered: {
                                  var diff = Qt.core.move();
                                  if (diff > 0) {
                                      CTL.checkGameState(diff);
                                  }
                              }
                          }
                      

                      my game with main loop in timer
                      https://play.google.com/store/apps/details?id=net.is.games.CatchTheGhost

                      Everton FonsecaE 1 Reply Last reply
                      1
                      • G Galbarad

                        i'm using timer for updating game state
                        30 mks give 33FPS and this working on mobile

                        Timer {
                                id: tMain;
                                interval: 30;
                                running: false;
                                repeat: true
                                onTriggered: {
                                    var diff = Qt.core.move();
                                    if (diff > 0) {
                                        CTL.checkGameState(diff);
                                    }
                                }
                            }
                        

                        my game with main loop in timer
                        https://play.google.com/store/apps/details?id=net.is.games.CatchTheGhost

                        Everton FonsecaE Offline
                        Everton FonsecaE Offline
                        Everton Fonseca
                        wrote on last edited by
                        #12

                        well very good, thanks = D brother

                        1 Reply Last reply
                        0
                        • S Offline
                          S Offline
                          Suares
                          wrote on last edited by
                          #13

                          @Everton-Fonseca
                          I would suggest moving your main game loop from qml to C++ code. It's only my suggestion.
                          I think you've already checked this but one more time here is good explanation how you can get 60 FPS.
                          Use Qt Quick module only for rendering. Ideally logic should be written in C++ IMHO.

                          Everton FonsecaE 1 Reply Last reply
                          0
                          • S Suares

                            @Everton-Fonseca
                            I would suggest moving your main game loop from qml to C++ code. It's only my suggestion.
                            I think you've already checked this but one more time here is good explanation how you can get 60 FPS.
                            Use Qt Quick module only for rendering. Ideally logic should be written in C++ IMHO.

                            Everton FonsecaE Offline
                            Everton FonsecaE Offline
                            Everton Fonseca
                            wrote on last edited by
                            #14

                            @Suares
                            thanks = D

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                            0
                            • GTDevG Offline
                              GTDevG Offline
                              GTDev
                              wrote on last edited by
                              #15

                              If you're interested in game development with Qt, you can also have a look at V-Play Engine. V-Play also has some good tutorials to show how to implement games with mainly QML.

                              Best,
                              GT

                              Senior Developer at Felgo - https://felgo.com/qt

                              Develop mobile Apps for iOS & Android with Qt
                              Felgo is an official Qt Technology Partner

                              1 Reply Last reply
                              1
                              • johngodJ Offline
                                johngodJ Offline
                                johngod
                                wrote on last edited by
                                #16

                                From my experience, QML timer is all but accurate betwen plataforms.
                                I have experienced significant speed diferencies between linux and windows, wich makes the game characters move with very diferent speeds on diferent plataforms. This can be a problem and make the game unplayable.

                                Iinitially I tought that Timer was just a QTimer exposed to QML, but has AFAIK thet are not related at all.
                                QTimer seems to provide a much better accuracy, so what I did was to created a new c++ class that uses QTimer, and expose it to QML. In the end, I got a MyTimer qml entity with similar Timer sintaxe, but with much better results.

                                1 Reply Last reply
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