Book Image

Game Programming Using Qt: Beginner's Guide

By : Lorenz Haas, Witold Wysota, Witold Wysota, Lorenz Haas
Book Image

Game Programming Using Qt: Beginner's Guide

By: Lorenz Haas, Witold Wysota, Witold Wysota, Lorenz Haas

Overview of this book

Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers’ needs. Using Qt and Qt Quick, it is easy to build fun games or shiny user interfaces. You only need to create your game once and deploy it on all major platforms like iOS, Android, and WinRT without changing a single source file. The book begins with a brief introduction to creating an application and preparing a working environment for both desktop and mobile platforms. It then dives deeper into the basics of creating graphical interfaces and Qt core concepts of data processing and display before you try creating a game. As you progress through the chapters, you’ll learn to enrich your games by implementing network connectivity and employing scripting. We then delve into Qt Quick, OpenGL, and various other tools to add game logic, design animation, add game physics, and build astonishing UI for the games. Towards the final chapters, you’ll learn to exploit mobile device features such as accelerators and sensors to build engaging user experiences. If you are planning to learn about Qt and its associated toolsets to build apps and games, this book is a must have.
Table of Contents (18 chapters)
Game Programming Using Qt
About the Authors
About the Reviewers


The example we explained uses a nonblocking, asynchronous approach. For example, after asynchronous calls such as connectToHost(), we do not block the thread until we get a result, but instead, we connect to the socket's signals to proceed. On the Internet as well as Qt's documentation, on the other hand, you will find dozens of examples explaining the blocking and the synchronous approaches. You will easily spot them by their use of waitFor...() functions. These functions block the current thread until a function such as connectToHost() has a result—the time connected() or error() will be emitted. The corresponding blocking function to connectToHost() is waitForConnected(). The other blocking functions that can be used are waitForReadyRead(), which waits until new data is available on a socket for reading; waitForBytesWritten(), which waits until the data has been written to the socket; and waitForDisconnected(), which waits until the connection has been closed.

Look out; even...