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5

I don't know any 3D game made with Qt, but here are some useful links about creating 3D scenes and animations using the Qt 3D rendering api (QtGL is based upon OpenGL) or about game creation with Qt. First, here is a very interesting step by step tutorial/demo to present QML and 3D. Which I think could be very helpful for you, because all you need (for the ...


5

From a general point of view, either. The practices you learn in one will benefit you in the other. It's more of a question of what you have access to, and what your interests are. As for books, any book related to OpenGL later than 2.0 will help you get into the bleeding edge, since OpenGL works through extensions. Also see What is the difference between ...


5

I suggest going the route with OpenGL ES 2.0, because as you have already said it is pretty much a subset of modern OpenGL. You should also be aware that even today some mobile devices only support OpenGL ES 1.0, which is radically different to OpenGL ES 2.0 and more like OpenGL 2.x (fixed function).


3

Yes. Start with the rotation part of the camera-to-world matrix (inverse of the world-to-camera matrix, if that's what you meant by "view matrix"). Set the translation part of the matrix to zero. This will make the quads rotate with the camera. Then, given that the quads have the correct initial orientation, they will face the camera. That is, if the ...


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There are games made with Qt, KDE has a lot of them, see http://games.kde.org/ Most of them are made using the graphics view framework, and the svg renderer.


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You should definitely take a look at the Qt Graphics View Framework, it does provide a nice hardware accelerated 2D scene graph (QtGraphicsScene).


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I think your playerRadius is twice as big as it should be. Your vectorToCentre is measured from targetCentrePos, but you use the full width() or height() of playerBoundingRect to determine radius. I suggest this change: const qreal playerRadius = qMax( playerBoundingRect.width() / 2, playerBoundingRect.height() / 2);


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You need to get some more QT experience and everything will all make sense. What you're trying to do is all very basic QT programming. There's nothing different from a "regular" QT app pulling up a new window (or show()+raise()) and an OpenGL window is just another QMainWindow with a widget, or whatever you're using. You don't "hand the control" to the ...


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So far both solutions seem ok and none of them present any major drawback. I guess the solution is the one you implent the quickest . Now ... if you choose a) You need to create a render target Push this as the current render target draw your hud in this render target pop it leaving you ogre window as the main render target draw everything else here ...


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Here's a report on using QT from one guy who tried to use it in his game-like project. http://www.shamusyoung.com/twentysidedtale/?p=15904 His conclusion? Don't.


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Well I'd suggest storing them in some kind of scene graph so that you only have to draw what you can see, and it would be easy to calculate what you can see. And for what they can see, i suggest raycasting or some simplified version of it


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As it is over a LAN there shouldn'nt even be a discussion about UDP/TCP, go with TCP as it is much more easier to use. Qt for a game or not? That is a completely different history, go with it if you feel like it, it is a nice framework. What you should check out is IP broadcasting (or scanning as routers usually just dismiss IP broadcasts) or if you can, ...


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Using QT is not a bad choice, more important is the networking. As you are developing for LAN you should be alright with TCP networking. In fact I'd even go so far as to recommend it to a first timer. Just be aware when you are working with TCP it will guarantee delivery, guarantee packets arrive in order, and provide a stateful connection for you. The ...


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I've been working with Qt and it is quite nice, defenitely OK for a not too complicated game, for a 2D game it would be perfect I'd say. The pros I found: integrated translation simplicity when creating menus The cons I've stumbled into: no draw calls from other threads than the main thread. complicated to debug signals


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If used properly, Qt can be great for games. It has good OpenGL support if you want hardware acceleration, and if you're dealing with 2D elements or custom widgets, the QPainter class and its friends have decent performance (just stay away from QPainter::SetOpacity, that'll kill your performance). The other great thing about Qt for games is Qt Style ...


1

simple shooter Qt project



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