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  4. Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL

Small examples for game development in Qt, OpenGL, Box2D, Bullet Physics, and OpenAL

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  • 8Observer88 Offline
    8Observer88 Offline
    8Observer8
    wrote on last edited by
    #30

    How to set up Box2D in Qt Creator from sources for build for Android, Desktop, and WebAssembly

    I have recorded this video today. But I don't like it. The voice is too low. I will make another video later and I will delete this one.

    https://www.youtube.com/watch?v=OE4OOPQC7Nk

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    • 8Observer88 Offline
      8Observer88 Offline
      8Observer8
      wrote on last edited by 8Observer8
      #31

      Detecting a mobile browser with Qt WebAssembly (topic)

      It is important to determine whether a WebAssembly game is running on a mobile device or a personal computer in order to show or hide the joystick.

      #ifdef Q_OS_WASM
      #include <emscripten.h>
      #endif
      
      #include "widget.h"
      
      #ifdef Q_OS_WASM
      EM_JS(bool, isMobile, (), {
          return /iPhone|iPad|iPod|Android/i.test(navigator.userAgent);
      })
      #endif
      
      Widget::Widget(QWidget *parent)
          : QWidget(parent)
      {
          bool isMobile = false;
      
      #ifdef Q_OS_WASM
          isMobile = isMobile();
      #endif
      
      #if defined Q_OS_ANDROID || defined Q_OS_IOS
          isMobile = true;
      #endif
      
          qDebug() << "isMobile:" << isMobile;
      }
      

      Don't forget to add wasm: here:

      QT += core gui widgets
      
      CONFIG += c++17
      
      wasm: INCLUDEPATH += "C:\emsdk\upstream\emscripten\cache\sysroot\include"
      
      SOURCES += \
          main.cpp \
          widget.cpp
      
      HEADERS += \
          widget.h
      
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      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on last edited by 8Observer8
        #32

        Get data with Qt client from deployed Node.js server using WebSockets (topic)

        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):

        b861ca0d-d29e-4c0d-8fd7-6e29bcafe64c-image.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);
            }
        
        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();
        }
        
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        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by 8Observer8
          #33

          How to set up PyOpenAL

          PyOpenAL (released Dec 17, 2019): https://pypi.org/project/PyOpenAL/

          pip install PyOpenAL

          You can use original OpenAL API but PyOpenAL has a helpful wrapper functions. If your audio file plays with problems try to open it in the Audacity and export it with Encoding: Signed 16-bit PCM:

          c07a9d66-47ea-4b65-8aa3-118a493cf312-image.png

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          • 8Observer88 Offline
            8Observer88 Offline
            8Observer8
            wrote on last edited by 8Observer8
            #34

            Play sound by button click with PyOpenAL

            pip install PyOpenAL PySide6

            73e73f44-539e-4fba-87f9-82c87287db89-image.png

            import sys
            
            from openal import oalOpen
            from PySide6.QtWidgets import QApplication, QPushButton, QWidget
            
            
            class Widget(QWidget):
            
                def __init__(self):
                    super().__init__()
                    self.setWindowTitle("PyOpenAL, PySide6")
                    self.resize(300, 150)
            
                    self.btn = QPushButton("Play Sound", self)
                    self.btn.clicked.connect(self.onPlay)
            
                    self.source = oalOpen("assets/bounce.wav")
                
                def onPlay(self):
                    self.source.play()
            
            if __name__ == "__main__":
                app = QApplication(sys.argv)
                w = Widget()
                w.show()
                sys.exit(app.exec())
            

            These are the Audacity settings when exporting an audio file. By default for PyOpenAL it must be "Encoding: Signed 16-bit PCM":

            8c4c929f-5dfa-45a4-a1ed-14a8bd6f2957-image.png

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            • 8Observer88 Offline
              8Observer88 Offline
              8Observer8
              wrote on last edited by 8Observer8
              #35

              Music volume slider

              pip install PyOpenAL PySide6

              ccf148fa-c523-49cb-9330-5cfdbe97003f-image.png

              The free audio file from itch is used in this example.

              import sys
              
              from openal import oalOpen, oalQuit
              from PySide6.QtCore import Qt
              from PySide6.QtWidgets import (QApplication, QCheckBox, QHBoxLayout, QPushButton,
                                           QSlider, QVBoxLayout, QWidget)
              
              
              class Widget(QWidget):
              
                  def __init__(self):
                      super().__init__()
                      self.setWindowTitle("PyOpenAL, PySide6")
                      self.resize(300, 150)
              
                      # Music check box
                      playMusic = QCheckBox("Play music")
                      # playMusic.toggle()
                      # print(playMusic.isChecked())
                      playMusic.stateChanged.connect(self.onPlayMusic)
              
                      # Sound button
                      playSoundButton = QPushButton("Play sound")
                      playSoundButton.clicked.connect(self.onPlaySound)
              
                      mousicVolume = 0.1
              
                      # Volume slider
                      volumeSlider = QSlider(Qt.Orientation.Horizontal)
                      volumeSlider.setValue(int(mousicVolume * 100))
                      volumeSlider.valueChanged[int].connect(self.onChangeVolume)
              
                      self.mousicSource = oalOpen("assets/infant_tour.wav")
                      self.soundSource = oalOpen("assets/bounce.wav")
                      self.mousicSource.set_gain(mousicVolume)
              
                      self.mousicSource.set_looping(True)
              
                      vbox = QVBoxLayout()
                      vbox.addWidget(volumeSlider)
                      vbox.addWidget(playMusic)
                      vbox.addWidget(playSoundButton)
                      vbox.addStretch(1)
              
                      hbox = QHBoxLayout()
                      hbox.addLayout(vbox)
                      hbox.addStretch(1)
                      self.setLayout(hbox)
              
                  def onPlayMusic(self, state):
                      
                      if state == Qt.CheckState.Checked.value:
                          self.mousicSource.play()
                      else:
                          self.mousicSource.pause()
              
                  def onPlaySound(self):
                      self.soundSource.play()
              
                  def onChangeVolume(self, value):
                      self.mousicSource.set_gain(value / 100)
              
                  def closeEvent(self, event):
                      oalQuit()
              
              if __name__ == "__main__":
                  app = QApplication(sys.argv)
                  w = Widget()
                  w.show()
                  sys.exit(app.exec())
              
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              • 8Observer88 Offline
                8Observer88 Offline
                8Observer8
                wrote on last edited by 8Observer8
                #36

                Custom OpenGL button for WebAssembly and Android

                You cannot make the standard Qt button for WebAssembly because of this bug: https://bugreports.qt.io/browse/QTBUG-120651 (you can use the patch from the "Gerrit Reviews") But OpenGL allows to make custom GUI elements.

                WebAssembly demo on free Netlify hosting (QOpenGLWindow)

                QOpenGLWindow works on Android 7.1.2 in the mobile browser without problems. You can find a lot of GUI game assets on itch: https://itch.io/game-assets/tag-gui I use the following GUI game asset in this demo: https://wenrexa.itch.io/holoui I have used Free Texture Packer to pack to button textures to one texture + json-file. Text was added in GIMP.

                Source code for Qt6 C++

                custom-start-button-opengl21-qt6-cpp.gif

                The same demo for SDL3:

                Click buttons with color ID using glReadPixels

                Demo in the browser

                This example uses the following GUI asset: https://wenrexa.itch.io/holoui. You can find a lot of GUI assets on itch: https://itch.io/game-assets/tag-gui I packed the GUI textures using Free Texture Packer to one texture + JSON. RapidJSON is used to parse the JSON file.

                Tools: SDL3, Emscripten, C++, CMake, OpenGL ES 2.0, GLM, stb_image, Free Texture Packer, and RapidJSON

                click-buttons-with-color-id.gif

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                • 8Observer88 Offline
                  8Observer88 Offline
                  8Observer8
                  wrote on last edited by 8Observer8
                  #37

                  Activating the discrete GeForce of Radeon video card and OpenGL 3.3 Core profile on laptops

                  You can make it with the following code. The first one is for GeForce. The second one is for Radeon. If you can GeForce the second like with be ignored.

                  #ifdef _WIN32
                  #include <windows.h>
                  extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
                  extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
                  #endif
                  

                  main.cpp

                  #ifdef _WIN32
                  #include <windows.h>
                  extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
                  extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
                  #endif
                  
                  #include <QtGui/QOpenGLContext>
                  #include <QtGui/QOpenGLFunctions>
                  #include <QtGui/QSurfaceFormat>
                  #include <QtWidgets/QApplication>
                  #include <QtOpenGL/QOpenGLWindow>
                  
                  class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                  {
                      void initializeGL() override
                      {
                          initializeOpenGLFunctions();
                  
                          qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
                          qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                          qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
                      }
                  };
                  
                  int main(int argc, char *argv[])
                  {
                      QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                      QApplication app(argc, argv);
                      QSurfaceFormat fmt;
                      fmt.setDepthBufferSize(24);
                  
                      // Request OpenGL 3.3 core or OpenGL ES 3.0.
                      if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
                      {
                          qDebug("Requesting 3.3 core context");
                          fmt.setVersion(3, 3);
                          fmt.setProfile(QSurfaceFormat::CoreProfile);
                      }
                      else
                      {
                          qDebug("Requesting 3.0 context");
                          fmt.setVersion(3, 0);
                      }
                  
                      OpenGLWindow w;
                      w.setFormat(fmt);
                      w.show();
                      return app.exec();
                  }
                  

                  Output:

                  Requesting 3.3 core context
                  OpenGL version: 3.3.0 NVIDIA 391.35
                  GLSL version:  3.30 NVIDIA via Cg compiler
                  Vendor:  NVIDIA Corporation
                  

                  By default the laptops with two video cards use the integrated video card:

                  main.cpp

                  #include <QtGui/QOpenGLContext>
                  #include <QtGui/QOpenGLFunctions>
                  #include <QtGui/QSurfaceFormat>
                  #include <QtWidgets/QApplication>
                  #include <QtOpenGL/QOpenGLWindow>
                  
                  class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                  {
                      void initializeGL() override
                      {
                          initializeOpenGLFunctions();
                  
                          qDebug() << "OpenGL version:" << (const char*) glGetString(GL_VERSION);
                          qDebug() << "GLSL version: " << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                          qDebug() << "Vendor: " << (const char*) glGetString(GL_VENDOR);
                      }
                  };
                  
                  int main(int argc, char *argv[])
                  {
                      QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                      QApplication app(argc, argv);
                      QSurfaceFormat fmt;
                      fmt.setDepthBufferSize(24);
                  
                      // Request OpenGL 3.3 core or OpenGL ES 3.0.
                      if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL)
                      {
                          qDebug("Requesting 3.3 core context");
                          fmt.setVersion(3, 3);
                          fmt.setProfile(QSurfaceFormat::CoreProfile);
                      }
                      else
                      {
                          qDebug("Requesting 3.0 context");
                          fmt.setVersion(3, 0);
                      }
                  
                      OpenGLWindow w;
                      w.setFormat(fmt);
                      w.show();
                      return app.exec();
                  }
                  

                  Output:

                  Requesting 3.3 core context
                  OpenGL version: 3.1.0 - Build 9.17.10.4459
                  GLSL version:  1.40 - Intel Build 9.17.10.4459
                  Vendor:  Intel
                  
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                  • 8Observer88 8Observer8 referenced this topic on
                  • 8Observer88 Offline
                    8Observer88 Offline
                    8Observer8
                    wrote on last edited by 8Observer8
                    #38

                    Rotate a 3D vector around X, Y, Z axes

                    In my example, three vectors are rotated 10 degrees around the X, Y and Z axes:

                    • Rotate the vector (0.f, 0.f, 1.f) 10 degrees around the X axis. Output: (0, -0.173648, 0.984808)
                    • Rotate the vector (1.f, 0.f, 0.f) 10 degrees around the Y axis. Output: (0.984808, 0, -0.173648)
                    • Rotate the vector (0.f, 1.f, 0.f) 10 degrees around the Z axis. Output: (-0.173648, 0.984808, 0)
                    #include <QtGlobal>
                    #include <QtMath>
                    #include <QtGui/QOpenGLFunctions>
                    #include <QtGui/QVector3D>
                    #include <QtOpenGL/QOpenGLWindow>
                    #include <QtWidgets/QApplication>
                    
                    class OpenGLWindow : public QOpenGLWindow, private QOpenGLFunctions
                    {
                        virtual void initializeGL() override
                        {
                            initializeOpenGLFunctions();
                    
                            // Rotate a 3D vector around the x-axis
                            QVector3D vector1(0.f, 0.f, 1.f);
                            QVector3D origin1(0.f, 0.f, 0.f);
                            float r1 = qDegreesToRadians(10.f);
                            QVector3D out1 = rotateX(vector1, origin1, r1);
                            qDebug() << out1;
                    
                            // Rotate a 3D vector around the y-axis
                            QVector3D vector2(1.f, 0.f, 0.f);
                            QVector3D origin2(0.f, 0.f, 0.f);
                            float r2 = qDegreesToRadians(10.f);
                            QVector3D out2 = rotateY(vector2, origin2, r2);
                            qDebug() << out2;
                    
                            // Rotate a 3D vector around the z-axis
                            QVector3D vector3(0.f, 1.f, 0.f);
                            QVector3D origin3(0.f, 0.f, 0.f);
                            float r3 = qDegreesToRadians(10.f);
                            QVector3D out3 = rotateZ(vector3, origin3, r3);
                            qDebug() << out3;
                        }
                    
                        QVector3D rotateX(const QVector3D &vector, const QVector3D &origin, float rad)
                        {
                            // Translate point to the origin
                            QVector3D pos;
                            pos.setX(vector.x() - origin.x());
                            pos.setY(vector.y() - origin.y());
                            pos.setZ(vector.z() - origin.z());
                    
                            // Perform rotation
                            QVector3D rot;
                            rot.setX(pos.x());
                            rot.setY(pos.y() * qCos(rad) - pos.z() * qSin(rad));
                            rot.setZ(pos.y() * qSin(rad) + pos.z() * qCos(rad));
                    
                            // Translate to correct position
                            QVector3D out;
                            out.setX(rot.x() + origin.x());
                            out.setY(rot.y() + origin.y());
                            out.setZ(rot.z() + origin.z());
                    
                            return out;
                        }
                    
                        QVector3D rotateY(const QVector3D &vector, const QVector3D &origin, float rad)
                        {
                            // Translate point to the origin
                            QVector3D pos;
                            pos.setX(vector.x() - origin.x());
                            pos.setY(vector.y() - origin.y());
                            pos.setZ(vector.z() - origin.z());
                    
                            // Perform rotation
                            QVector3D rot;
                            rot.setX(pos.z() * qSin(rad) + pos.x() * qCos(rad));
                            rot.setY(pos.y());
                            rot.setZ(pos.z() * qCos(rad) - pos.x() * qSin(rad));
                    
                            // Translate to correct position
                            QVector3D out;
                            out.setX(rot.x() + origin.x());
                            out.setY(rot.y() + origin.y());
                            out.setZ(rot.z() + origin.z());
                    
                            return out;
                        }
                    
                        QVector3D rotateZ(const QVector3D &vector, const QVector3D &origin, float rad)
                        {
                            // Translate point to the origin
                            QVector3D pos;
                            pos.setX(vector.x() - origin.x());
                            pos.setY(vector.y() - origin.y());
                            pos.setZ(vector.z() - origin.z());
                    
                            // Perform rotation
                            QVector3D rot;
                            rot.setX(pos.x() * qCos(rad) - pos.y() * qSin(rad));
                            rot.setY(pos.x() * qSin(rad) + pos.y() * qCos(rad));
                            rot.setZ(pos.z());
                    
                            // Translate to correct position
                            QVector3D out;
                            out.setX(rot.x() + origin.x());
                            out.setY(rot.y() + origin.y());
                            out.setZ(rot.z() + origin.z());
                    
                            return out;
                        }
                    };
                    
                    int main(int argc, char *argv[])
                    {
                        QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
                        QApplication app(argc, argv);
                        OpenGLWindow w;
                        w.show();
                        return app.exec();
                    }
                    

                    pro

                    QT += core gui openglwidgets
                    
                    win32: LIBS += -lopengl32
                    
                    CONFIG += c++17
                    
                    SOURCES += \
                        main.cpp
                    

                    Source: https://glmatrix.net/docs/vec3.js.html#line564

                    Using GLM:

                    // Input vector
                    auto v = glm::vec3(0.f, 0.f, 1.f);
                    std::cout << v.x << ", " << v.y << ", " << v.z << std::endl;
                    // Rotation
                    auto rotationMatrix = glm::rotate(glm::mat4(1.f), glm::radians(10.f), glm::vec3{1.f, 0.f, 0.f});
                    auto newVector = rotationMatrix * glm::vec4(v, 0.f);
                    std::cout << newVector.x << ", " << newVector.y << ", " << newVector.z << std::endl;
                    // Output: 0, -0.173648, 0.984808
                    

                    Stack Oveflow: https://stackoverflow.com/a/78633772/4159530

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                    • 8Observer88 Offline
                      8Observer88 Offline
                      8Observer8
                      wrote on last edited by 8Observer8
                      #39
                      This post is deleted!
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                      • 8Observer88 Offline
                        8Observer88 Offline
                        8Observer8
                        wrote on last edited by 8Observer8
                        #40

                        I have found two solutions how I can make the first person movement in the browser. Qt doesn't allow it because it is impossible to call emscripten_request_pointerlock() from Qt application: https://bugreports.qt.io/browse/QTBUG-126513

                        The first solution is to use pure WebGL and Ammo.js: Click to run a demo in the browser

                        The second solution is to use SDL3, Emscripten, and Bullet Physics: Click to run a demo in the browser

                        The demo allows to move with first person and third person view:

                        image.png

                        Baked shadows and textures using SDL3, Emscripten, OpenGL ES 2.0, Bullet Physics, and C++

                        Demo in the browser

                        5f457ae3-d03b-492f-b513-f540abaec581-image.png

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                        • 8Observer88 8Observer8 referenced this topic on
                        • 8Observer88 Offline
                          8Observer88 Offline
                          8Observer8
                          wrote on last edited by 8Observer8
                          #41

                          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
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