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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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  • 8 Offline
    8 Offline
    8Observer8
    wrote on 2 Jun 2024, 12:06 last edited by 8Observer8 6 Feb 2024, 12:10
    #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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    • 8 Offline
      8 Offline
      8Observer8
      wrote on 12 Jun 2024, 14:57 last edited by 8Observer8 6 Dec 2024, 20:21
      #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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      • 8 Offline
        8 Offline
        8Observer8
        wrote on 12 Jun 2024, 20:19 last edited by 8Observer8 8 Jun 2024, 12:23
        #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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        • 8 Offline
          8 Offline
          8Observer8
          wrote on 12 Jun 2024, 20:20 last edited by 8Observer8 8 Jun 2024, 12:25
          #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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          • 8 Offline
            8 Offline
            8Observer8
            wrote on 13 Jun 2024, 12:37 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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            • 8 Offline
              8 Offline
              8Observer8
              wrote on 15 Jun 2024, 20:11 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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              • 8 8Observer8 referenced this topic on 16 Jun 2024, 09:14
              • 8 Offline
                8 Offline
                8Observer8
                wrote on 17 Jun 2024, 16:37 last edited by 8Observer8 7 Jun 2024, 14:55
                #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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                • 8 Offline
                  8 Offline
                  8Observer8
                  wrote on 2 Jul 2024, 10:10 last edited by 8Observer8 7 Feb 2024, 10:11
                  #39
                  This post is deleted!
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                  • 8 Offline
                    8 Offline
                    8Observer8
                    wrote on 18 Jul 2024, 09:31 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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                    • 8 8Observer8 referenced this topic on 24 Jul 2024, 12:01
                    • 8 Offline
                      8 Offline
                      8Observer8
                      wrote on 4 Nov 2024, 09:36 last edited by 8Observer8 11 Apr 2024, 09:36
                      #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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