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Loop Run

Scheduled Pinned Locked Moved Game Development
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  • 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?

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    • Everton FonsecaE Offline
      Everton FonsecaE Offline
      Everton Fonseca
      wrote on last edited by
      #7

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

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      • 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.

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          • 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

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            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

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                • 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
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                  • 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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                    • 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

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                      • 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.

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