[Interest] Programming strategy for old-school, 2-d video game?
Dan Leinir Turthra Jensen
admin at leinir.dk
Tue Aug 14 15:20:24 CEST 2012
Obviously i'll have to mention Gluon here (http://gluon.gamingfreedom.org/),
but other than that, as a comment to the reply below:
Box2D is powerful and specifically designed for 2D games, and as such, may be
worth a look. It also has a QML integration plugin already, available here:
Hope that helps! :)
On Tuesday 14 August 2012 15:13:57 Jürgen Ryannel wrote:
> 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.
> Get Going!
> / juergen
> 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>
> >> 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 (outdated) guide to Qt Quick Game Programming (see right side of page).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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..Dan // Leinir..
- Piet Hein
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