Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Search
  • Get Qt Extensions
  • Unsolved
Collapse
Brand Logo
  1. Home
  2. Qt Development
  3. Game Development
  4. Loop Run
Forum Updated to NodeBB v4.3 + New Features

Loop Run

Scheduled Pinned Locked Moved Game Development
16 Posts 8 Posters 5.9k Views 3 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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

                        1 Reply Last reply
                        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
                            0

                            • Login

                            • Login or register to search.
                            • First post
                              Last post
                            0
                            • Categories
                            • Recent
                            • Tags
                            • Popular
                            • Users
                            • Groups
                            • Search
                            • Get Qt Extensions
                            • Unsolved