Problems with Open-Source Downloads read https://www.qt.io/blog/problem-with-open-source-downloads and https://forum.qt.io/post/638946
V-Play Game Engine 1.0 Released for iOS, Android, Symbian, Meego, Win, Mac & Linux
We just released the launch version of "V-Play":http://v-play.net, a Qt-based cross-platform game engine for 2D games. It supports iOS, Android, Symbian, Meego, Windows, Mac & Linux.
V-Play provides QML APIs for all kinds of gaming-related components like animated sprites, physics, particles or audio and allows to create a game only once for all kinds of device resolutions and aspect ratios. For iOS and Android, you can additionally use native plugins, for example to add analytics with "Flurry":http://doc.v-play.net/qml-components-plugins1-flurry.html, connect with "Facebook ":http://doc.v-play.net/qml-components-plugins1-facebook.html or integrate iOS "GameCenter ":http://doc.v-play.net/qml-components-plugins1-gamecenter.html directly from QML. The full API description is available here: http://doc.v-play.net/vplay-group.html
With our "build server":http://doc.v-play.net/vplay-deployment.html you can then deploy your application directly to the device just by scanning a barcode. So you can test your game for example on an iPhone from Linux or a Windows development OS.
You can read the blog post about the release here: http://v-play.net/2012/12/12/its-v-play-launch-day/
We are looking forward to a bright future of Qt and can't wait to play the games made with V-Play :)
That is good news, thanks for sharing.
Since the initial launch in December, we released 2 updates with the following features:
- The "V-Play Particle Editor":http://v-play.net/2013/01/22/v-play-particle-editor/ to create new particle effects, and change each particle property at runtime also on mobile devices. The editor is very useful to test how different property settings affect the visual appearance. And also for testing the performance of particle effects directly on the target devices.
- "Accelerometer":http://doc.v-play.net/qml-components-accelerometer.html support for iOS, Android, Symbian and MeeGo
- "Video playback":http://doc.v-play.net/qml-components-vplay1-video.html support for iOS and Android, using the native Video backends with an abstraction for QML
- "MultiTouchArea":http://doc.v-play.net/qml-components-vplay1-multitoucharea.html for all platforms, which makes multi-touch usage easier.
- A "guide how to publish a V-Play game":http://doc.v-play.net/vplay-publishing.html to the iOS App Store and Google Play Store
The full changelog is available here: http://doc.v-play.net/vplay-updates.html#changelog
For further information, you can have a look at the "V-Play blog":http://v-play.net/blog/.
We do work on some exciting features at the moment, which show the power of Qt and QML even more. The particle editor is just the start, so expect more cool Qt gaming functionality to come in near future ;)
jaak last edited by
While a Qt game engine is welcome, I suspect that this is only for Qml devs. Not everybody are Qml devs. Is a c++ interface available or is it planned in future
The main reason for choosing QML/JS as the main programming language for game logic & scene definitions is the increased productivity. In the latest SDK update 1.3, we implemented the very same game in C++, and then with QML/JS. The result was stunning: you save more than 60% of source code with a simple project, and this difference gets even bigger on larger-scale projects. The decision is also about saving time because of less error-proneness compared with C++ and shorter syntax overall. You can read about this comparison in more detail "here":http://v-play.net/2013/03/sdk-update-v1-3-cocos2d-comparison-particle-editor-free-user-upgrade/.
That said, it is also possible to write C++ code and mix that with the QML definition of your game. You can just provide any functionality via QML components or QML context properties, as we did it for the V-Play componenents for physics, sprites, particles, etc.. This works today for the desktop already – for the mobiles full C++ support will come in Q2 or Q3, depending on our customer demand.
If you want to, you can also create the QML components from C++, but I would not advise it, because you are much faster by using the declarative QML approach to define the structure of your game and it would result in a too complicated interface. But adding custom C++ code for max-performance-requirements or huge data sets, and providing it through clean interfaces as QML components is absolutely possible.
jaak last edited by
Thanks for the info. Good to know c++ is supported. Productivity depends a lot on experience too. I don't know Qml or JS. I have a lot of experience in c++ and is more productive in c++. In general, I find Qt / c++ as productive as Java or .Net (I have a bit of exp in both)