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Game Development

What can we say - we like games. And you can use Qt to write some. Questions? Ask here.
871 Topics 4.1k Posts
  • 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.
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  • 3 Votes
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    8Observer88
    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 [image: 32a44a09-d509-44f9-8c89-6c481c990a91.png]
  • Simple Qt/C++ games

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    BondrusiekB
    @8Observer8, Nice to hear that you like it! As for the offset — it's not a bug, it's a feature ;D. I originally designed the game for a standard window size, where the position (-2, -2) hides those elements. However, when using a browser, the background can be larger, which makes some items visible.
  • Mouse Control on Wayland: Calculating Delta Without Centering

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    EndrII 0E
    Probably exists way when i can handle low level signal for mouse - without cursor position, but with velocity vectors or directions vectors?
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  • Tips for Optimizing Qt Performance on Cross-Platform Apps

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    ImperoITservicesI
    Hi @meme001 Your proactive steps for UI performance on Android devices should be Utilizing Loader for deferred component initialization Minimizing constantly-updating bindings Optimizing image assets To further enhance UI responsiveness on Android, Consider this Leverage (QtQuick.Controls 2) Optimize Animations Profile with Qt Tools Reduce Overdraw Resource Management Asynchronous Operations Remember, performance optimization is an iterative process. Regular profiling & testing across different devices can provide insights into areas needing improvement.
  • Q: Qt - [c++] Correct CONNECT statements with lambda

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    K
    Well thanks for all your suggestions! Thread solved. best regards
  • LAN Communication for my Multiplayer Board Game on QT/QML

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    Pl45m4P
    @SrisharanVS said in LAN Communication for my Multiplayer Board Game on QT/QML: Could anyone guide me on how to handle LAN discovery, establish a connection, and start communicating? If you know of any similar projects, tutorials, or helpful resources, I'd really appreciate it. Start here https://doc.qt.io/qt-6/qtnetwork-programming.html
  • keyPressEvent isn't called simultaneously.

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    BondrusiekB
    Hi, try use key handling in this way: https://stackoverflow.com/questions/23816380/using-multiple-keys-in-qt-c I implement this in my simple qt game. Can check: https://github.com/Przemekkkth/top-down-shooter-qt
  • New version of Qt I am trying to write again the code

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    ?
    I added -x instead of x and It is working better.
  • Trying To Explain To Qt That I Need QGView To Follow My Player Sprite

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    G
    @Pl45m4 Thank you for those ideas. I'm feeling less wandering-the-wilderness now, thanks to the advice I'm getting here.
  • Q: Qt - [c++] Qt6 TextToSpeech does not use Localization

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    K
    It appears as if I have mutliple engines installed on my setup. So, instead of auto *text2speech = new QTextToSpeech(this); i changed my code accordingly: for (auto const& v : QTextToSpeech::availableEngines()) { qDebug() << "available engine: " << v.toStdString(); auto *text2Speech = new QTextToSpeech(v); // find suitable locales } So I am not randomizing voices anymore. I take the first best english voice. It works. Now testing on Linux :-) best regards, kevin_d
  • QPainterPath to draw curve with fading

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    johngodJ
    @Ejok88 Hi I used the the book of shaders site tutorials to create the fuzzy circle check here https://thebookofshaders.com/ I actually got a very simple idea for your problem, just use a line with width which is just nothing more that a rectangle with two colors on the edjes, and use GL_TRIANGLE_STRIP , see this new example https://bitbucket.org/joaodeusmorgado/opengltutorials/src/master/T11_FuzzyLine/mygl.cpp#lines-185 Then you just add vertices to compose your line, note that you have to use "two" lines side by side to make the double fade out effect. Then you need to add 3 more lines without width, to the center and the 2 lines in the extremes. A bit of work but doable. I can help further if you need, but right now I just to much work overloaded. What is your use case, are you using widgets and Opengl ? I think going with quick3d would be easier, it that is an option for you.
  • No way to use particle system directly from C++?

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    BondrusiekB
    Hi, i was also looking for such a module in pure Qt/C++ some time ago. Unfortunately, as far as I know, there is no such equivalent. If you want to achieve such results, you have to use either QPainter or OpenGL.
  • QRhi rendering question

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    D
    FWIW, the fixed code (thanks to github copilot) void SpectralChannel::render(QRhiCommandBuffer *cb) { //update resources first updateTextures(); Area scaledDisplayArea=convert.toScaled(displayArea); scaledDisplayArea.moveLeft(0.); QMatrix4x4 scaledDisplayMatrix=scaledDisplayArea.toMatrix(); resourceUpdateBatch()->updateDynamicBuffer(...); for(QHash<LayerPtr, SpectralTextureMeta2>::iterator tex = textureList.begin(); tex != textureList.end(); tex++) { resourceUpdateBatch()->updateDynamicBuffer(...); ... } cb->resourceUpdate(resourceUpdateBatch(true)); //start drawing commands cb->beginPass(renderTarget(), Qt::black, { 1.0f, 0 }, resourceUpdateBatch(true)); cb->setViewport({ 0, 0, float(width()*devicePixelRatio()), float(height()*devicePixelRatio()) }); for(QHash<LayerPtr, SpectralTextureMeta2>::iterator tex = textureList.begin(); tex != textureList.end(); tex++) { cb->setGraphicsPipeline(tex.value().spectralPipeline.get()); const QRhiCommandBuffer::VertexInput vbufBinding(tex.value().vertexBuf.get(), 0); cb->setVertexInput(0, 1, &vbufBinding); cb->setShaderResources(); cb->draw(4); } cb->endPass(updateFrameBuffer()); }
  • Using OpenSSL 3 https connection

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    piervalliP
    @JonB in the release notes openssl 3 is added in the 5.15.10
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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)
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  • Development of a GameController for QtQuick3D

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