Book Image

Game Programming using Qt 5 Beginner's Guide - Second Edition

Book Image

Game Programming using Qt 5 Beginner's Guide - Second Edition

Overview of this book

Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming popular by the day, especially on mobile and embedded devices. It's a powerful tool that perfectly fits the needs of game developers. This book will help you learn the basics of Qt and will equip you with the necessary toolsets to build apps and games. The book begins by how to create an application and prepare a working environment for both desktop and mobile platforms. You will learn how to use built-in Qt widgets and Form Editor to create a GUI application and then learn the basics of creating graphical interfaces and Qt's core concepts. Further, you'll learn to enrich your games by implementing network connectivity and employing scripting. You will learn about Qt's capabilities for handling strings and files, data storage, and serialization. Moving on, you will learn about the new Qt Gamepad module and how to add it in your game and then delve into OpenGL and Vulcan, and how it can be used in Qt applications to implement hardware-accelerated 2D and 3D graphics. You will then explore various facets of Qt Quick: how it can be used in games to add game logic, add game physics, and build astonishing UIs for your games. By the end of this book, you will have developed the skillset to develop interesting games with Qt.
Table of Contents (18 chapters)
16
Pop quiz answers

Imperative painting on Canvas using JavaScript

Declaring graphical items is nice and easy, but as programmers, we're more used to writing imperative code, and some things are easier expressed as an algorithm rather than as a description of the final result to be achieved. It is easy to use QML to encode a definition of a primitive shape such as a rectangle in a compact way—all we need is to mark the origin point of the rectangle, its width, height, and optionally, a color. Writing down a declarative definition of a complex shape consisting of many control points positioned in given absolute coordinates, possibly with an outline in some parts of it, maybe accompanied by an image or two, is still possible in a language such as QML; however, this will result in a much more verbose and much less readable definition. This is a case where using an imperative approach might...