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Loop Run

Scheduled Pinned Locked Moved Game Development
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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?

    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.

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        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

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              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

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                    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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