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Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL

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  • 8Observer88 Offline
    8Observer88 Offline
    8Observer8
    wrote on last edited by 8Observer8
    #33

    How to set up PyOpenAL

    PyOpenAL (released Dec 17, 2019): https://pypi.org/project/PyOpenAL/

    pip install PyOpenAL

    You can use original OpenAL API but PyOpenAL has a helpful wrapper functions. If your audio file plays with problems try to open it in the Audacity and export it with Encoding: Signed 16-bit PCM:

    c07a9d66-47ea-4b65-8aa3-118a493cf312-image.png

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    • 8Observer88 Offline
      8Observer88 Offline
      8Observer8
      wrote on last edited by 8Observer8
      #34

      Play sound by button click with PyOpenAL

      pip install PyOpenAL PySide6

      73e73f44-539e-4fba-87f9-82c87287db89-image.png

      import sys
      
      from openal import oalOpen
      from PySide6.QtWidgets import QApplication, QPushButton, QWidget
      
      
      class Widget(QWidget):
      
          def __init__(self):
              super().__init__()
              self.setWindowTitle("PyOpenAL, PySide6")
              self.resize(300, 150)
      
              self.btn = QPushButton("Play Sound", self)
              self.btn.clicked.connect(self.onPlay)
      
              self.source = oalOpen("assets/bounce.wav")
          
          def onPlay(self):
              self.source.play()
      
      if __name__ == "__main__":
          app = QApplication(sys.argv)
          w = Widget()
          w.show()
          sys.exit(app.exec())
      

      These are the Audacity settings when exporting an audio file. By default for PyOpenAL it must be "Encoding: Signed 16-bit PCM":

      8c4c929f-5dfa-45a4-a1ed-14a8bd6f2957-image.png

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      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on last edited by 8Observer8
        #35

        Music volume slider

        pip install PyOpenAL PySide6

        ccf148fa-c523-49cb-9330-5cfdbe97003f-image.png

        The free audio file from itch is used in this example.

        import sys
        
        from openal import oalOpen, oalQuit
        from PySide6.QtCore import Qt
        from PySide6.QtWidgets import (QApplication, QCheckBox, QHBoxLayout, QPushButton,
                                     QSlider, QVBoxLayout, QWidget)
        
        
        class Widget(QWidget):
        
            def __init__(self):
                super().__init__()
                self.setWindowTitle("PyOpenAL, PySide6")
                self.resize(300, 150)
        
                # Music check box
                playMusic = QCheckBox("Play music")
                # playMusic.toggle()
                # print(playMusic.isChecked())
                playMusic.stateChanged.connect(self.onPlayMusic)
        
                # Sound button
                playSoundButton = QPushButton("Play sound")
                playSoundButton.clicked.connect(self.onPlaySound)
        
                mousicVolume = 0.1
        
                # Volume slider
                volumeSlider = QSlider(Qt.Orientation.Horizontal)
                volumeSlider.setValue(int(mousicVolume * 100))
                volumeSlider.valueChanged[int].connect(self.onChangeVolume)
        
                self.mousicSource = oalOpen("assets/infant_tour.wav")
                self.soundSource = oalOpen("assets/bounce.wav")
                self.mousicSource.set_gain(mousicVolume)
        
                self.mousicSource.set_looping(True)
        
                vbox = QVBoxLayout()
                vbox.addWidget(volumeSlider)
                vbox.addWidget(playMusic)
                vbox.addWidget(playSoundButton)
                vbox.addStretch(1)
        
                hbox = QHBoxLayout()
                hbox.addLayout(vbox)
                hbox.addStretch(1)
                self.setLayout(hbox)
        
            def onPlayMusic(self, state):
                
                if state == Qt.CheckState.Checked.value:
                    self.mousicSource.play()
                else:
                    self.mousicSource.pause()
        
            def onPlaySound(self):
                self.soundSource.play()
        
            def onChangeVolume(self, value):
                self.mousicSource.set_gain(value / 100)
        
            def closeEvent(self, event):
                oalQuit()
        
        if __name__ == "__main__":
            app = QApplication(sys.argv)
            w = Widget()
            w.show()
            sys.exit(app.exec())
        
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        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by 8Observer8
          #36

          Custom OpenGL button for WebAssembly and Android

          You cannot make the standard Qt button for WebAssembly because of this bug: https://bugreports.qt.io/browse/QTBUG-120651 (you can use the patch from the "Gerrit Reviews") But OpenGL allows to make custom GUI elements.

          WebAssembly demo on free Netlify hosting (QOpenGLWindow)

          QOpenGLWindow works on Android 7.1.2 in the mobile browser without problems. You can find a lot of GUI game assets on itch: https://itch.io/game-assets/tag-gui I use the following GUI game asset in this demo: https://wenrexa.itch.io/holoui I have used Free Texture Packer to pack to button textures to one texture + json-file. Text was added in GIMP.

          Source code for Qt6 C++

          custom-start-button-opengl21-qt6-cpp.gif

          The same demo for SDL3:

          Click buttons with color ID using glReadPixels

          Demo in the browser

          This example uses the following GUI asset: https://wenrexa.itch.io/holoui. You can find a lot of GUI assets on itch: https://itch.io/game-assets/tag-gui I packed the GUI textures using Free Texture Packer to one texture + JSON. RapidJSON is used to parse the JSON file.

          Tools: SDL3, Emscripten, C++, CMake, OpenGL ES 2.0, GLM, stb_image, Free Texture Packer, and RapidJSON

          click-buttons-with-color-id.gif

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          • 8Observer88 Offline
            8Observer88 Offline
            8Observer8
            wrote on last edited by 8Observer8
            #37

            Activating the discrete GeForce of Radeon video card and OpenGL 3.3 Core profile on laptops

            You can make it with the following code. The first one is for GeForce. The second one is for Radeon. If you can GeForce the second like with be ignored.

            #ifdef _WIN32
            #include <windows.h>
            extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
            extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
            #endif
            

            main.cpp

            #ifdef _WIN32
            #include <windows.h>
            extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
            extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
            #endif
            
            #include <QtGui/QOpenGLContext>
            #include <QtGui/QOpenGLFunctions>
            #include <QtGui/QSurfaceFormat>
            #include <QtWidgets/QApplication>
            #include <QtOpenGL/QOpenGLWindow>
            
            class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
            {
                void initializeGL() override
                {
                    initializeOpenGLFunctions();
            
                    qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
                    qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                    qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
                }
            };
            
            int main(int argc, char *argv[])
            {
                QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                QApplication app(argc, argv);
                QSurfaceFormat fmt;
                fmt.setDepthBufferSize(24);
            
                // Request OpenGL 3.3 core or OpenGL ES 3.0.
                if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
                {
                    qDebug("Requesting 3.3 core context");
                    fmt.setVersion(3, 3);
                    fmt.setProfile(QSurfaceFormat::CoreProfile);
                }
                else
                {
                    qDebug("Requesting 3.0 context");
                    fmt.setVersion(3, 0);
                }
            
                OpenGLWindow w;
                w.setFormat(fmt);
                w.show();
                return app.exec();
            }
            

            Output:

            Requesting 3.3 core context
            OpenGL version: 3.3.0 NVIDIA 391.35
            GLSL version:  3.30 NVIDIA via Cg compiler
            Vendor:  NVIDIA Corporation
            

            By default the laptops with two video cards use the integrated video card:

            main.cpp

            #include <QtGui/QOpenGLContext>
            #include <QtGui/QOpenGLFunctions>
            #include <QtGui/QSurfaceFormat>
            #include <QtWidgets/QApplication>
            #include <QtOpenGL/QOpenGLWindow>
            
            class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
            {
                void initializeGL() override
                {
                    initializeOpenGLFunctions();
            
                    qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
                    qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                    qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
                }
            };
            
            int main(int argc, char *argv[])
            {
                QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                QApplication app(argc, argv);
                QSurfaceFormat fmt;
                fmt.setDepthBufferSize(24);
            
                // Request OpenGL 3.3 core or OpenGL ES 3.0.
                if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
                {
                    qDebug("Requesting 3.3 core context");
                    fmt.setVersion(3, 3);
                    fmt.setProfile(QSurfaceFormat::CoreProfile);
                }
                else
                {
                    qDebug("Requesting 3.0 context");
                    fmt.setVersion(3, 0);
                }
            
                OpenGLWindow w;
                w.setFormat(fmt);
                w.show();
                return app.exec();
            }
            

            Output:

            Requesting 3.3 core context
            OpenGL version: 3.1.0 - Build 9.17.10.4459
            GLSL version:  1.40 - Intel Build 9.17.10.4459
            Vendor:  Intel
            
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            • 8Observer88 8Observer8 referenced this topic on
            • 8Observer88 Offline
              8Observer88 Offline
              8Observer8
              wrote on last edited by 8Observer8
              #38

              Rotate a 3D vector around X, Y, Z axes

              In my example, three vectors are rotated 10 degrees around the X, Y and Z axes:

              • Rotate the vector (0.f, 0.f, 1.f) 10 degrees around the X axis. Output: (0, -0.173648, 0.984808)
              • Rotate the vector (1.f, 0.f, 0.f) 10 degrees around the Y axis. Output: (0.984808, 0, -0.173648)
              • Rotate the vector (0.f, 1.f, 0.f) 10 degrees around the Z axis. Output: (-0.173648, 0.984808, 0)
              #include <QtGlobal>
              #include <QtMath>
              #include <QtGui/QOpenGLFunctions>
              #include <QtGui/QVector3D>
              #include <QtOpenGL/QOpenGLWindow>
              #include <QtWidgets/QApplication>
              
              class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
              {
                  virtual void initializeGL() override
                  {
                      initializeOpenGLFunctions();
              
                      // Rotate a 3D vector around the x-axis
                      QVector3D vector1(0.f, 0.f, 1.f);
                      QVector3D origin1(0.f, 0.f, 0.f);
                      float r1 = qDegreesToRadians(10.f);
                      QVector3D out1 = rotateX(vector1, origin1, r1);
                      qDebug() << out1;
              
                      // Rotate a 3D vector around the y-axis
                      QVector3D vector2(1.f, 0.f, 0.f);
                      QVector3D origin2(0.f, 0.f, 0.f);
                      float r2 = qDegreesToRadians(10.f);
                      QVector3D out2 = rotateY(vector2, origin2, r2);
                      qDebug() << out2;
              
                      // Rotate a 3D vector around the z-axis
                      QVector3D vector3(0.f, 1.f, 0.f);
                      QVector3D origin3(0.f, 0.f, 0.f);
                      float r3 = qDegreesToRadians(10.f);
                      QVector3D out3 = rotateZ(vector3, origin3, r3);
                      qDebug() << out3;
                  }
              
                  QVector3D rotateX(const QVector3D &vector, const QVector3D &origin, float rad)
                  {
                      // Translate point to the origin
                      QVector3D pos;
                      pos.setX(vector.x() - origin.x());
                      pos.setY(vector.y() - origin.y());
                      pos.setZ(vector.z() - origin.z());
              
                      // Perform rotation
                      QVector3D rot;
                      rot.setX(pos.x());
                      rot.setY(pos.y() * qCos(rad) - pos.z() * qSin(rad));
                      rot.setZ(pos.y() * qSin(rad) + pos.z() * qCos(rad));
              
                      // Translate to correct position
                      QVector3D out;
                      out.setX(rot.x() + origin.x());
                      out.setY(rot.y() + origin.y());
                      out.setZ(rot.z() + origin.z());
              
                      return out;
                  }
              
                  QVector3D rotateY(const QVector3D &vector, const QVector3D &origin, float rad)
                  {
                      // Translate point to the origin
                      QVector3D pos;
                      pos.setX(vector.x() - origin.x());
                      pos.setY(vector.y() - origin.y());
                      pos.setZ(vector.z() - origin.z());
              
                      // Perform rotation
                      QVector3D rot;
                      rot.setX(pos.z() * qSin(rad) + pos.x() * qCos(rad));
                      rot.setY(pos.y());
                      rot.setZ(pos.z() * qCos(rad) - pos.x() * qSin(rad));
              
                      // Translate to correct position
                      QVector3D out;
                      out.setX(rot.x() + origin.x());
                      out.setY(rot.y() + origin.y());
                      out.setZ(rot.z() + origin.z());
              
                      return out;
                  }
              
                  QVector3D rotateZ(const QVector3D &vector, const QVector3D &origin, float rad)
                  {
                      // Translate point to the origin
                      QVector3D pos;
                      pos.setX(vector.x() - origin.x());
                      pos.setY(vector.y() - origin.y());
                      pos.setZ(vector.z() - origin.z());
              
                      // Perform rotation
                      QVector3D rot;
                      rot.setX(pos.x() * qCos(rad) - pos.y() * qSin(rad));
                      rot.setY(pos.x() * qSin(rad) + pos.y() * qCos(rad));
                      rot.setZ(pos.z());
              
                      // Translate to correct position
                      QVector3D out;
                      out.setX(rot.x() + origin.x());
                      out.setY(rot.y() + origin.y());
                      out.setZ(rot.z() + origin.z());
              
                      return out;
                  }
              };
              
              int main(int argc, char *argv[])
              {
                  QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                  QApplication app(argc, argv);
                  OpenGLWindow w;
                  w.show();
                  return app.exec();
              }
              

              pro

              QT += core gui openglwidgets
              
              win32: LIBS += -lopengl32
              
              CONFIG += c++17
              
              SOURCES += \
                  main.cpp
              

              Source: https://glmatrix.net/docs/vec3.js.html#line564

              Using GLM:

              // Input vector
              auto v = glm::vec3(0.f, 0.f, 1.f);
              std::cout << v.x << ", " << v.y << ", " << v.z << std::endl;
              // Rotation
              auto rotationMatrix = glm::rotate(glm::mat4(1.f), glm::radians(10.f), glm::vec3{1.f, 0.f, 0.f});
              auto newVector = rotationMatrix * glm::vec4(v, 0.f);
              std::cout << newVector.x << ", " << newVector.y << ", " << newVector.z << std::endl;
              // Output: 0, -0.173648, 0.984808
              

              Stack Oveflow: https://stackoverflow.com/a/78633772/4159530

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              • 8Observer88 Offline
                8Observer88 Offline
                8Observer8
                wrote on last edited by 8Observer8
                #39
                This post is deleted!
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                • 8Observer88 Offline
                  8Observer88 Offline
                  8Observer8
                  wrote on last edited by 8Observer8
                  #40

                  I have found two solutions how I can make the first person movement in the browser. Qt doesn't allow it because it is impossible to call emscripten_request_pointerlock() from Qt application: https://bugreports.qt.io/browse/QTBUG-126513

                  The first solution is to use pure WebGL and Ammo.js: Click to run a demo in the browser

                  The second solution is to use SDL3, Emscripten, and Bullet Physics: Click to run a demo in the browser

                  The demo allows to move with first person and third person view:

                  image.png

                  Baked shadows and textures using SDL3, Emscripten, OpenGL ES 2.0, Bullet Physics, and C++

                  Demo in the browser

                  5f457ae3-d03b-492f-b513-f540abaec581-image.png

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                  • 8Observer88 8Observer8 referenced this topic on
                  • 8Observer88 Offline
                    8Observer88 Offline
                    8Observer8
                    wrote on last edited by 8Observer8
                    #41

                    Critical problems for WebAssembly

                    • Background color of parent window is changed to black: https://bugreports.qt.io/browse/QTBUG-120651
                    • emscripten_request_pointerlock() returns EMSCRIPTEN_RESULT_UNKNOWN_TARGET: https://bugreports.qt.io/browse/QTBUG-126513
                    • Dealing with keyboard layout for input on Qt WebAssembly: https://forum.qt.io/post/790688
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                    • 8Observer88 Offline
                      8Observer88 Offline
                      8Observer8
                      wrote last edited by 8Observer8
                      #42

                      Transformed triangle in OpenGL 3.3 and Qt 6.9

                      Video: https://www.youtube.com/watch?v=AGHZsOrazEU

                      Source: https://github.com/8Observer8/basics-of-opengl33-and-qt6

                      8526e0b2-cde0-4c79-96d4-220d88def3fe-image.png

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