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Game Development

What can we say - we like games. And you can use Qt to write some. Questions? Ask here.
862 Topics 4.0k Posts
  • Any suggestion about UI design books?

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    S

    I solved the problem. I just create a new QOpenGLShader program instance for each thread once it renders the object the first time.

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    Z

    Thank you. Happy New Year to you too!

  • QT & SDL

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    sierdzioS

    First two warnings are not that important, you can ignore them or use Q_UNUSED macro to get rid od the warning.

    The conflict - I do no know this error. Still seems to be there might be a clash between different MSVC versions, but if the code works, then it's probably OK.

  • Isometric view in QML

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    K

    "I was developing":https://github.com/Kakadu/proelium a civilization-like animation recently using GraphicsView from QtGui. Maybe it will be interesting for you.

  • Transparent widget QT and Ogre

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    N

    thanks @zester, I will have a look

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  • How do I start up the Maintenance Tool?

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    F

    Hi,
    on Windows you can just enter "maintain" after pressing the Windows Home button, and the maintenance tool will appear as "Maintain V-Play SDK" if you are using the latest installer. If you are using the beta version, it will show up under "Maintain Qt SDK". The Maintenance Tool is also startable from the directory where you installed the SDK, for example at C:\V-PlaySDK\SDKMaintenanceTool.exe.

    We added this information to the update guide here: http://doc.v-play.net/vplay-updates.html

    Please note, that we just released our own installer on 12.12.2012, so make sure you are downloading the latest release version from http://v-play.net/download which contains a lot of updates and contains the Qt SDK .

    Regarding your deployment to iOS from Windows question:
    Yes, you can fully develop and test iOS games on Windows with V-Play! Just use the build server and deploy your games written with QML to your iOS devices. There is a Deployment Guide available here: http://doc.v-play.net//vplay-deployment.html

    We also offer plugins for iOS and Android-specific native services including "GameCenter":http://doc.v-play.net/qml-components-plugins1-gamecenter.html, "Flurry":http://doc.v-play.net/qml-components-plugins1-flurry.html or "Facebook":http://doc.v-play.net/qml-components-plugins1-facebook.html access directly from QML, which are all popular in the gaming world. Their documentation is available here: http://doc.v-play.net//qmlmodule-plugins1-plugins-1-0.html and we also use them in our own games, which are available Open-Source with the V-Play SDK.

    Cheers,
    Chris

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    P

    Apologies to this for whom this is irrelevant. Intention here is to get the message across to those who may want to reignite their Qt games to a new mobile platform

  • [Solved] QGLWidget heap overflow

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    F

    Problem solved. The issue was that all buffers and shader programs have to be deleted before the OpenGL context is deleted. I managed this by reimplementing QCloseEvent on the main window holding the QGLwidget, then within that event handler calling one of my custom glWidget's functions that cleaned up all the VBOs and VAOs and programs and stuff. :)

  • Cocos2d-x Build for Windows desktop

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  • Game menu

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    J

    So i will reply to myself:

    After taking inspiration from "this":http://stackoverflow.com/questions/9651976/transitioning-between-menu-screens-with-qstatemachine SO post and "this":http://pastebin.com/YhbHHJNe code snippet linked in the last comment of the accepted answer, I came up with following solution:

    @class CMenuScreenWidget : public QStackedWidget
    {
    Q_OBJECT

    public:
    explicit CMenuScreenWidget(QWidget *parent = 0)
    : QStackedWidget(parent)
    { }

    protected:
    /**
    * This method will set up a mapping between signals and widgets.
    * This means that when a signal of a sender is triggered,
    * the menuscreen will be switched to make the widget a currently
    * displayed widget.
    *
    * @param sender connect to signals from this object
    * @param signal connect to this particular signal
    * @param widget make this widget current upon triggering a signal
    */
    void setMapping(QObject *sender, const char *signal, QWidget *widget);

    private slots:
    void switchWidget(void);

    private:
    QHash<QObject *, QWidget *> m_mapping; /// to keep mapping between signal senders and widgets
    };@

    @/**
    */
    void CMenuScreenWidget::setMapping(QObject *sender, const char *signal, QWidget *widget)
    {
    addWidget(widget);
    connect(sender, signal, SLOT(switchWidget()));
    m_mapping[sender] = widget;
    return;
    }

    /**
    */
    void CMenuScreenWidget::switchWidget(void)
    {
    setCurrentWidget(m_mapping[sender()]);
    return;
    }
    @

    And usage could be for example like this:

    @class CMainMenuWidget;
    class CSinglePlayerMenuWidget;

    /**
    */
    class CMainWindow : public CMenuScreenWidget
    {
    Q_OBJECT

    public:
    explicit CMainWindow(QWidget *parent = 0);

    private:
    CMainMenuWidget *m_main_menu;
    CSinglePlayerMenuWidget *m_single_player;
    };
    @

    @CMainWindow::CMainWindow(QWidget parent)
    : CMenuScreenWidget(parent),
    m_main_menu(0),
    m_single_player(0)
    {
    / create widgets */
    m_main_menu = new CMainMenuWidget;
    m_single_player = new CSinglePlayerMenuWidget;

    /* set signals */
    connect(m_main_menu, SIGNAL(exitTriggered()), SLOT(close()));

    /* set up menu mappings and connections between menu screens */
    setMapping(m_main_menu, SIGNAL(singlePlayerTriggered()), m_single_player);
    setMapping(m_single_player, SIGNAL(backTriggered()), m_main_menu);

    /* set current widget */
    setCurrentWidget(m_main_menu);
    }@

    While not the most efficient, I hope this solution is flexible enough for changes in UI,
    which I think is quite an important quality of UI-s in general.

  • Restart the game

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    podsvirovP

    Corrected game: "here":http://pastebin.com/VM2RhLaF

  • Best modern OpenGL book for Qt development

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    M

    I got this to support my 3D efforts a while ago and must say it is put together very well : http://www.mathfor3dgameprogramming.com/

    Its not strictly about opengl (although most of the examples have opengl examples) but gives an exceptionally good idea about the big picture.

  • Game Dev Help

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    K

    [quote author="feldifux" date="1353577634"]It really depends on the kind of application you are creating:
    If it has a custom GUI, like games for example do, then it works perfectly fine on desktop as well. So you would have your own buttons, sliders and not the "native-looking" ones from the operating system.

    However, if you want to create a native-looking desktop application with lots of OS-specific elements like buttons, sliders, checkboxes, menu bar, etc., then you are better off at the moment using QWidget. Digia puts a lot of effort into desktop components for QML, which would then allow you to use QML also on the desktop to create native-looking applications. However, for the best user experience you can't/shouldn't use the same UI on the desktop like on mobile devices. Instead, you would need to design 2 different UIs (which is also easy with QML, as you can load different qml files depending on the platform your application is running on).[/quote]

    Thank you. So i need to know QML and Qwidget. I am starting that :)

  • How to make caro chess?

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    F

    [quote author="Gerolf" date="1353582386"]hi fire_stork,

    Are you asking for someone who writes your software? That's what I understood from your post...

    If not, I suggest you post explicit questions about specific problems.[/quote]

    yes! I need someone who can help me write a Caro chess in QT play in desktop. Can you help me?!http://i1240.photobucket.com/albums/gg489/fire_stork/Caro2_5.jpg(s)!

  • OpenGL 3.2 on OS X 10.7+

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    G

    Hi,
    please do not double post. I close this thread. Please go on with the "discussion here":http://qt-project.org/forums/viewthread/21691/.
    Gerolf

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  • 0 Votes
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    T

    Thanks Master mlong
    Trying out your advice.

    ....some time later....

    Master malong, you the man.
    It works like a charm.

  • Indie Games

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    F

    With V-Play, we have published 2 Qt-based games made with QML and the V-Play Game Engine to the Apple App Store and the Google Play Store:
    "Squaby":http://games.v-play.net/squaby/ and "Chicken Outbreak":http://games.v-play.net/chickenoutbreak/

    They should also soon arrive in Nokia Store, and to the desktop stores for Windows 8, Mac OS X and Ubuntu Linux.

    You can have a look at the source code, which is part of the V-Play SDK at http://doc.v-play.net/beta/vplay-examples.html.

    Cheers,
    Chris