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What can we say - we like games. And you can use Qt to write some. Questions? Ask here.
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  • 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
  • Performance Discrepancy Between QOpenGLWidget and freeGLUT in High-FPS Rendering

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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

    Unsolved qml qtquick view3d 3d model 3drender
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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?

    Unsolved qt3d
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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
  • running multiple QVulkanWindows and QVulkanWindowRenderers in a QSplitter in parallel

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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.
  • How to save the state of qml file using c++

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    B
    @arlyn123 did you find any solution?
  • Failed to retrieve data with Qt from deployed Node.js server using WebSockets

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    8Observer88
    My following Qt 6.6.3 example works on Android, Desktop, and Web (with Qt WebAssembly). It prints data received from the server. The server contains the Box2D-WASM library. It sends the gravity value in JSON format when a client is connected. It is useful example to make multiplayer games with physics on the server side. I have deployed the example on free Glitch hosting: https://glitch.com/edit/#!/merciful-regal-soursop from the GitHub repository: send-gravity-from-server-to-client-box2d-wasm-js The client contains only one main.cpp file. It outputs the following information to the console: connected "{\"action\":\"scGravity\",\"data\":\"{\\\"x\\\":0,\\\"y\\\":-3}\"}" You should download OpenSSL to run the following example on Android. Open the following window in Qt Creator (Edit > Preferences... > Devices > Android): [image: e27d16a8-19f4-4f37-b9bf-7cce9a0c838b.png] Add the following path to your pro-file: QT += core gui websockets widgets android: include(C:/Qt/Tools/OpenSSL-1.1.1j/Win_x64/bin/openssl.pri) CONFIG += c++17 SOURCES += \ main.cpp Read how to add OpenSSL to your CMake project if you use CMake instead of QMake in the Qt documentaion: Adding OpenSSL Support for Android Build the following example for Android, Desktop, and WebAssembly (I have tested it): main.cpp #include <QtNetwork/QNetworkRequest> #include <QtWebSockets/QWebSocket> #include <QtWidgets/QApplication> #include <QtWidgets/QWidget> class Widget : public QWidget { Q_OBJECT public: Widget() { setWindowTitle("Show gravity from server with Box2D-WASM"); resize(420, 200); connect(&m_webSocket, &QWebSocket::connected, this, &Widget::onConnected); connect(&m_webSocket, &QWebSocket::textMessageReceived, this, &Widget::onMessageReceived); connect(&m_webSocket, &QWebSocket::errorOccurred, this, &Widget::onErrorOccurred); QUrl url("wss://merciful-regal-soursop.glitch.me"); QNetworkRequest request; request.setUrl(url); request.setRawHeader(QByteArray("User-Agent"), QByteArray("Mozilla/5.0 " "(Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) " "Chrome/124.0.0.0 Safari/537.36")); m_webSocket.open(request); } ~Widget() {} private slots: void onConnected() { qDebug() << "connected"; } void onMessageReceived(const QString &message) { qDebug() << message; } void onErrorOccurred(QAbstractSocket::SocketError error) { qDebug() << "!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"; qDebug() << "Error:" << error; qDebug() << "Device supports OpenSSL:" << QSslSocket::supportsSsl(); qDebug() << "!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"; } private: QWebSocket m_webSocket; }; #include "main.moc" int main(int argc, char *argv[]) { QApplication app(argc, argv); Widget w; w.show(); return app.exec(); }
  • Steam overlay in Qt game

    Solved steam opengl openglwidget overlay
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    SGaistS
    @slymas glad you found out and thanks for sharing ! :-)
  • Smooth character movement

    Unsolved sprite move
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    8Observer88
    I added the next comment to the bug report: https://bugreports.qt.io/browse/QTBUG-123862 Try to run my example on macOS and Linux. Maybe it is a Windows issue. But requestAnimationFrame works perfectly smoothly on Windows: https://plnkr.co/edit/DebSXYMQ6TlgC7KT?preview It has a fixed 60 FPS, which means that the load on the processor is minimal. The worst result was with swapInterval=1, which I had at the beginning (I had not tried other values before). swapInterval with 0 and 10 is better, but not as good as requestAnimationFrame in JavaScript: https://plnkr.co/edit/B5t34XdK3MVi1WNb?preview (it is just a translation animation). I attached a source code "simple-translation-animation" (without rotation and scale animations). I attached EXE files for swapInterval = 0, swapInterval = 1, and swapInterval = 10: swapInterval = 0 - simple-translation-animation-opengles2-qt6-cpp-win10x64-exe-swap-interval-0.zip swapInterval = 1 - simple-translation-animation-opengles2-qt6-cpp-win10x64-exe-swap-interval-1.zip swapInterval = 10 - simple-translation-animation-opengles2-qt6-cpp-win10x64-exe-swap-interval-10.zip [image: 9e1b7e51-ba94-479d-9982-f95d71836e3f.png]
  • How to get scaling, rotation, and translation from a transformation matrix

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    8Observer88
    I opened a source code of getScaling and saw how scaling is calculated there: https://glmatrix.net/docs/mat4.js.html#line1197 export function getScaling(out, mat) { let m11 = mat[0]; let m12 = mat[1]; let m13 = mat[2]; let m21 = mat[4]; let m22 = mat[5]; let m23 = mat[6]; let m31 = mat[8]; let m32 = mat[9]; let m33 = mat[10]; out[0] = Math.hypot(m11, m12, m13); out[1] = Math.hypot(m21, m22, m23); out[2] = Math.hypot(m31, m32, m33); return out; } I made the same with qHypot #include <QtGui/QMatrix3x3> #include <QtGui/QMatrix4x4> #include <QtGui/QOpenGLFunctions> #include <QtGui/QQuaternion> #include <QtMath> #include <QtOpenGL/QOpenGLWindow> #include <QtWidgets/QApplication> #include <QtWidgets/QWidget> class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions { public: OpenGLWindow() { setTitle("OpenGL ES 2.0, Qt6, C++"); resize(350, 350); QMatrix4x4 matrix; matrix.translate(20.f, 80.f, 0.f); matrix.rotate(-90.f, QVector3D(0.f, 0.f, 1.f)); matrix.scale(20.f, 20.f); qDebug() << "Transformation matrix: " << matrix; // Output: 0, 20, 0, 20, // -20, 0, 0, 80, // 0, 0, 1, 0, // 0, 0, 0, 1 // "QMatrix4x4" has a row-major order // Get scaling float sx = qHypot(matrix.row(0)[0], matrix.row(1)[0], matrix.row(2)[0]); float sy = qHypot(matrix.row(0)[1], matrix.row(1)[1], matrix.row(2)[1]); float sz = qHypot(matrix.row(0)[2], matrix.row(1)[2], matrix.row(2)[2]); QVector3D scaling(sx, sy, sz); qDebug() << "Scaling:" << scaling; // Output: QVector3D(20, 20, 1) // Get rotation QMatrix3x3 rotationMatrix; rotationMatrix.data()[0] = matrix.column(0)[0] / sx; rotationMatrix.data()[1] = matrix.column(0)[1] / sy; rotationMatrix.data()[2] = matrix.column(0)[2] / sz; rotationMatrix.data()[3] = matrix.column(1)[0] / sx; rotationMatrix.data()[4] = matrix.column(1)[1] / sy; rotationMatrix.data()[5] = matrix.column(1)[2] / sz; rotationMatrix.data()[6] = matrix.column(2)[0] / sx; rotationMatrix.data()[7] = matrix.column(2)[1] / sy; rotationMatrix.data()[8] = matrix.column(2)[2] / sz; QQuaternion rotation = QQuaternion::fromRotationMatrix(rotationMatrix); qDebug() << "Rotation:" << rotation; // Output: QQuaternion(scalar:0.707107, vector:(0, 0, -0.707107)) // Get translation float tx = matrix.row(0)[3]; float ty = matrix.row(1)[3]; float tz = matrix.row(2)[3]; QVector3D translation(tx, ty, tz); qDebug() << "Translation:" << translation; // Output: QVector3D(20, 80, 0) } void initializeGL() override { initializeOpenGLFunctions(); glClearColor(0.2f, 0.2f, 0.2f, 1.f); } void paintGL() override { glClear(GL_COLOR_BUFFER_BIT); } }; int main(int argc, char *argv[]) { QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL); QApplication app(argc, argv); OpenGLWindow w; w.show(); return app.exec(); } QT += core gui opengl widgets win32: LIBS += -lopengl32 CONFIG += c++17 SOURCES += \ main.cpp P.S. The QMatrix4x4 constructor uses row-major order. The glMatrix fromValues method uses column-major order.
  • How to set up the FMOD audio library in Qt Creator for Android

    Unsolved
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    8Observer88
    I solved the problem with the relative paths to the library! I just added -L before $$PWD like this: INCLUDEPATH += $$PWD/libs/fmod-2.2.21-mingw-64-bit/include LIBS += -L$$PWD/libs/fmod-2.2.21-mingw-64-bit/lib/x64 LIBS += -lfmod Now you can download the next example and run it in Qt Creator (with MinGW 64) without necessary to set up FMOD or changing the paths in pro-file: play-audio-from-resources-fmod-qt6-cpp.zip (2.51 MB)
  • 0 Votes
    13 Posts
    6k Views
    8Observer88
    I have the same question for WebAssembly: https://forum.qt.io/topic/155454/dealing-with-keyboard-layout-for-input-on-qt-webassembly
  • I want to study by distance learning, do you know Tech?

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    559 Views
    No one has replied