[Interest] Programming strategy for old-school, 2-d video game?
juergen at ryannel.org
Tue Aug 14 15:13:57 CEST 2012
If you would use GraphicsItems from the GraphicsView framework they provide already a way for collision detection. For Qt4 the GraphicsView FW is the base for QML, but the collision detection (AFAIK) is not exported into the QML world. This you would need to do in QML yourself. Otherwise QML is faster to prototype and I'm pretty sure you will come pretty far as soon as you start.
Please report back your progress. I would expect it's interesting to read and to understand the hurtles also for the others.
On 14. Aug, 2012, at 3:08 PM, "K. Frank" <kfrank29.c at gmail.com> wrote:
> Hello All!
> Thanks for everyone's replies.
> On Tue, Aug 14, 2012 at 4:34 AM, Jürgen Ryannel <juergen at ryannel.org> wrote:
>> Hi All,
>> http://quitcoding.com/?page=work have some nice games online. The
>> five-in-a-row game contains also the source code. Also they have an
>> (outdated) guide to Qt Quick Game Programming (see right side of page). In
>> the Qt examples/demos you will also find the SameGame with source code.
> It sounds like QML is the way to go. (Any naysayers?)
> Quoting Jason:
> "Widgets are more for clipped, parented areas. QML is about
> shapes on a canvas."
> Is that a good way to understand QML in comparison with
> widget-based Qt?
> Are there specific limitations I might expect to run into when
> using QML?
>> / juergen
> Thanks for your help.
> K. Frank
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