[Interest] Programming strategy for old-school, 2-d video game?
rogerzanoni at gmail.com
Wed Aug 15 01:53:34 CEST 2012
Hi K. Frank,
We are working on a project that could help you. It's a QtQuick extension
named "Quasi-Engine" that provides some ready-to-use game elements such as
sprites, entities and some features like physics simulation (Box2D), entity
and scene management.
It is hosted at http://indt.github.com/Quasi-Engine/
Unfortunately, we have documentation still pending, but there are some
examples and demos in the repository, if you want give it a try.
It works with either Qt 4.x and 5, the instructions are in the README file.
We also have a channel at Freenode (#quasi-engine) in case you need any
Date: Mon, 13 Aug 2012 09:44:48 -0400
From: "K. Frank" <kfrank29.c at gmail.com>
Subject: Re: [Interest] Programming strategy for old-school, 2-d video
To: Qt-interest <interest at qt-project.org>
<CAKEnbTOswh6X4=agOOLqw3R8+gi49Wxfbr6OWBq2iOY_ivoX5A at mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1
Thank you for your advice.
On Mon, Aug 13, 2012 at 9:23 AM, Jason H <scorp1us at yahoo.com> wrote:
> I'd say QML all the way.
Could you elaborate a little bit? What features of QML make it
especially apt for game programming?
I haven''t really gotten my head around QML yet -- for example, I
wrote a simple database editor, and I didn't consider using QML
for it. Of course games differ in a lot of ways from database editors.
Which of those differences would QML help me with?
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