General Questions for a 2D-Game like FTL
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Hello!
I fell in love both with QML and a game called Faster Than Lght ("Screenshot":http://gamescasual.ru/wp-content/uploads/igra_faster_than_light_ftl_1.jpg) and I guess you know what that implies :)
I'm more experienced with Qt and C++ and the declarative approach is new to me, so I have some general questions about making such a game.I use QML for all the graphics stuff, i.e.
- QML Sprite for animated images
- QML Image for non-animated images(ok for many small images?)
- QML Timers for events
- QML for Input handling
- (QML for particles)
- (QML for collision (Box2D))
Now, i have to integrate this in C++ to get a game-logic.
- QMLEngine loads all relevant types (maybe 50-100?)
- Communication via Signals & Slots (I hope its not too slow)
- Qt&C++ for everything else (network, saving, quest- and fightlogic)
Is this approach alright? I dont want high-performance but it would be wondeful if this runs on mobile devices :)
Thank you all!
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Hi!
[quote]Is this approach alright? I dont want high-performance but it would be wondeful if this runs on mobile devices :)[/quote]The way you've split things between QML and C++ looks well-optimized to me. QML is optimized for graphics and user interaction, while C++ is best for number-crunching.
[quote]
- QML Timers for events
[/quote]Use a QML Timer to drive QML functions, usea C++ QTimer to drive C++ functions.
[quote]
- QMLEngine loads all relevant types (maybe 50-100?)
[/quote]Use a QQuickView, which is higher-level than a QQmlEngine. Also, you don't need to load the types individually. Just load your "main"/"top-level" .qml file, and it will automatically pull in the others that it depends on.
All the best with your project!
- QML Timers for events