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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 ...


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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).


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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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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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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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