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Game Development

What can we say - we like games. And you can use Qt to write some. Questions? Ask here.
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  • Welcome!

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    JKSHJ

    Hi,

    [quote author="cseder" date="1423513071"]But Qt has an excellent solution which makes working with OpenGL a lot simpler:
    The QGLWidget class is a widget for rendering OpenGL graphics.

    Read all about it: "QGLWidget docs":http://doc.qt.io/qt-5/qglwidget.html#details.[/quote]QGLWidget is deprecated. Use "QOpenGLWidget":http://doc.qt.io/qt-5/qopenglwidget.html instead.

    Also check out "VoltAir":http://blog.qt.io/blog/2014/07/21/google-labs-voltair-game-built-with-qt/ -- it is a game that Google built on top of Qt Quick.

  • 0 Votes
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    D

    Thank you @Christian-Ehrlicher it worked!
    Could it be considered as a bug? (I would expect the cmake files of Qt to link openGL as I'm using Qt6::OpenGL)

  • This topic is deleted!

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  • Simple Qt/C++ games

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    BondrusiekB

    Procedural Generation
    alt text

    Source code: https://github.com/Przemekkkth/qt-procedural-generation

  • Development of a GameController for QtQuick3D

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  • Using Qt to build an editor for an OpenGL ES3 game engine

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    S

    For that you'd need DX and OpenGL interop, i.e. you can share a DXGI resource (i.e. a texture) with OpenGL. There are extensions for that. BUT, on Windows Qt uses libAngle which normally uses DX so basically if the right APIs are available you don't need to do any OpenGL - DX interop since everything would be DX at the end of the day.

  • 3 Votes
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    8Observer88

    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
  • QRHI Compute Shader

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    SGaistS

    Hi,

    I haven't tested QRhi yet but did you try the RHI Window example to see if things are running on all the backends you have on your machine ?

  • QRhi Device Choose

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    SGaistS

    Can you post a link to the ticket ? It will make it easier to find for other people looking for a similar functionality.

  • Moving away from Qt3D, is QtQuick3D ready?

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    R

    Closed source, sorry. But its not too hard to implement.

  • SFML to Qt...

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    O

    It looks like now I can't connect Qt and SFML, because there are new virtual methods in QWidget, so vtable isn't being builded

  • 0 Votes
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    L

    I used X2L for game machine.
    When I render a1920x1080 image with freeGLUT, I can get fps up to over 100.
    But in case of QOpenGLWidget, I can't get even 20 fps.
    So I decided to use X4, but I want to know the reason.
    Thanks

    https://radxa.com/products/x/x2l

  • Rendering distance in Qt Quick 3D

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    johngodJ

    @bluezoo Hi again

    Here is quick fix fully working, I just checked OrbitCameraController.qml code, indeed it has the clipNear and clipFar values hardcoded. Add a new qml file to your project, call it NewController or whatever, copy paste the OrbitCameraController.qml code and remove the connection that is causing the bug. Then just use the NewController component instead of OrbitCameraController.

    NewController.qml:

    // Copyright (C) 2022 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only import QtQuick import QtQuick3D Item { id: root required property Node origin required property Camera camera property real xSpeed: 0.1 property real ySpeed: 0.1 property bool xInvert: false property bool yInvert: true property bool mouseEnabled: true property bool panEnabled: true readonly property bool inputsNeedProcessing: status.useMouse || status.isPanning implicitWidth: parent.width implicitHeight: parent.height /*Connections { target: root.camera function onZChanged() { // Adjust near/far values based on distance let distance = root.camera.z if (distance < 1) { root.camera.clipNear = 0.01 root.camera.clipFar = 100 if (camera.z === 0) { console.warn("camera z set to 0, setting it to near clip") root.camera.z = camera.clipNear } } else if (distance < 100) { root.camera.clipNear = 0.1 root.camera.clipFar = 1000 } else { root.camera.clipNear = 1 root.camera.clipFar = 10000 } } }*/ DragHandler { id: dragHandler target: null enabled: root.mouseEnabled acceptedModifiers: Qt.NoModifier onCentroidChanged: { root.mouseMoved(Qt.vector2d(centroid.position.x, centroid.position.y), false); } onActiveChanged: { if (active) root.mousePressed(Qt.vector2d(centroid.position.x, centroid.position.y)); else root.mouseReleased(Qt.vector2d(centroid.position.x, centroid.position.y)); } } DragHandler { id: ctrlDragHandler target: null enabled: root.mouseEnabled && root.panEnabled acceptedModifiers: Qt.ControlModifier onCentroidChanged: { root.panEvent(Qt.vector2d(centroid.position.x, centroid.position.y)); } onActiveChanged: { if (active) root.startPan(Qt.vector2d(centroid.position.x, centroid.position.y)); else root.endPan(); } } PinchHandler { id: pinchHandler target: null enabled: root.mouseEnabled property real distance: 0.0 onCentroidChanged: { root.panEvent(Qt.vector2d(centroid.position.x, centroid.position.y)) } onActiveChanged: { if (active) { root.startPan(Qt.vector2d(centroid.position.x, centroid.position.y)) distance = root.camera.z } else { root.endPan() distance = 0.0 } } onScaleChanged: { root.camera.z = distance * (1 / scale) } } TapHandler { onTapped: root.forceActiveFocus() // qmllint disable signal-handler-parameters } WheelHandler { id: wheelHandler orientation: Qt.Vertical target: null enabled: root.mouseEnabled acceptedDevices: PointerDevice.Mouse | PointerDevice.TouchPad onWheel: event => { let delta = -event.angleDelta.y * 0.01; root.camera.z += root.camera.z * 0.1 * delta } } function mousePressed(newPos) { root.forceActiveFocus() status.currentPos = newPos status.lastPos = newPos status.useMouse = true; } function mouseReleased(newPos) { status.useMouse = false; } function mouseMoved(newPos: vector2d) { status.currentPos = newPos; } function startPan(pos: vector2d) { status.isPanning = true; status.currentPanPos = pos; status.lastPanPos = pos; } function endPan() { status.isPanning = false; } function panEvent(newPos: vector2d) { status.currentPanPos = newPos; } FrameAnimation { id: updateTimer running: root.inputsNeedProcessing onTriggered: status.processInput(frameTime * 100) } QtObject { id: status property bool useMouse: false property bool isPanning: false property vector2d lastPos: Qt.vector2d(0, 0) property vector2d lastPanPos: Qt.vector2d(0, 0) property vector2d currentPos: Qt.vector2d(0, 0) property vector2d currentPanPos: Qt.vector2d(0, 0) function negate(vector) { return Qt.vector3d(-vector.x, -vector.y, -vector.z) } function processInput(frameDelta) { if (useMouse) { // Get the delta var rotationVector = root.origin.eulerRotation; var delta = Qt.vector2d(lastPos.x - currentPos.x, lastPos.y - currentPos.y); // rotate x var rotateX = delta.x * xSpeed * frameDelta if (xInvert) rotateX = -rotateX; rotationVector.y += rotateX; // rotate y var rotateY = delta.y * -ySpeed * frameDelta if (yInvert) rotateY = -rotateY; rotationVector.x += rotateY; origin.setEulerRotation(rotationVector); lastPos = currentPos; } if (isPanning) { let delta = currentPanPos.minus(lastPanPos); delta.x = -delta.x delta.x = (delta.x / root.width) * camera.z * frameDelta delta.y = (delta.y / root.height) * camera.z * frameDelta let velocity = Qt.vector3d(0, 0, 0) // X Movement let xDirection = origin.right velocity = velocity.plus(Qt.vector3d(xDirection.x * delta.x, xDirection.y * delta.x, xDirection.z * delta.x)); // Y Movement let yDirection = origin.up velocity = velocity.plus(Qt.vector3d(yDirection.x * delta.y, yDirection.y * delta.y, yDirection.z * delta.y)); origin.position = origin.position.plus(velocity) lastPanPos = currentPanPos } } } }

    In main.qml replace OrbitCameraController with NewController

    NewController { anchors.fill: parent origin: originNode camera: cameraNode }

    Edit: I created a bug report here https://bugreports.qt.io/browse/QTBUG-129253

    Edit 2: I see you also created a bug report, thank you, I did search before I post the bug report but since I did not find it, I went ahead, sorry :)

  • Hi all

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    BondrusiekB

    @Joshika_Namani Which version of Qt do you use? I think that using Qt6 is a better option but here is a doc for Qt5 https://doc.qt.io/qt-5/qopenglwidget.html if you want to see.

  • Qt3d - how to render lots of lights?

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    J

    Thanks for the cleanup!

  • Dota2 Card Game

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    sierdzioS

    Good luck with your game!

  • What are good pratices about games frame rates development

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    S

    Your speedWalk is not just dependent of the frameTime, but also of the pixelDensity. So far, this seems to be correct to include both of these. However, you might have a higher resolution monitor now instead of just having a faster one. Are you using a scaling factor (its a setting of your operating system)? You should also include Screen.devicePixelRatio. Not sure, if this is the actual problem.

  • How do I mix QT3D with normal QTGui/QTWidget code?

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    J

    Hello,
    To combine Qt3D and QtGui effectively, create separate components for 3D and 2D elements. Use Qt3D's input system for 3D interactions and Qt's event handling for GUI elements. Prioritize input based on focus. Communicate between components using signals and slots. Consider performance implications and thorough testing.

  • Strange multiple keys pressed problem - 2D Game Qt !

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    BondrusiekB

    I found also a great solution. You can add as class member:
    QSet<int> pressedKeys;
    And you can catch the key events in an event filter:

    bool MyWidget::eventFilter(QObject * obj, QEvent * event) { if(event->type()==QEvent::KeyPress) { pressedKeys += ((QKeyEvent*)event)->key(); if( pressedKeys.contains(Qt::Key_Up) && pressedKeys.contains(Qt::Key_Left) ) { // up and left is pressed } } else if(event->type()==QEvent::KeyRelease) { pressedKeys -= ((QKeyEvent*)event)->key(); } return false; }

    and install the event filter in the constructor:
    this->installEventFilter(this);
    Reference: https://stackoverflow.com/questions/23816380/using-multiple-keys-in-qt-c
    Project where I use it:
    https://youtu.be/YuSc8oCXHxk

  • 0 Votes
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    B

    @jsulm the sleep call was just to simulate work. Was just messing around to see what would happen. My primary concern is if theres an operation in there that takes some time it will end up taking 3x longer since there are 3 vulkan windows and the update is done in serial rather than parallel.

    But before I go off trying to prematurely optimize was wondering if the approach I'm taking is even the right way to go about things.

    It does seem to work for the toy example I'm using (just loading an image from disk to display) but that image load operation takes 10ms, and since its done 3 times it ends up taking 30ms per update which will actually start impacting framerates and kind of
    concerns me. In reality the app will use a camera stream which will be faster with a set framerate so might not be as big of an issue though.

    Another thing too is most examples I've seen have just used a single QVulkanWindow, but for my case it seems like using multiple would make things much easier since each window has its own independently managed swap chain and I'd be able to use a QSplitter to make one window larger than the other.