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

Using QPainter interface in Qt Quick

Implementing items in OpenGL is quite difficult—you need to come up with an algorithm of using OpenGL primitives to draw the shape you want, and then you also need to be skilled enough with OpenGL to build a proper scene graph node tree for your item. However, there is another way—you can create items by painting them with QPainter. This comes at a cost of performance as behind the scenes, the painter draws on an indirect surface (a frame buffer object or an image) that is then converted to OpenGL texture and rendered on a quad by the scene-graph. Even considering that performance hit, it is often much simpler to draw the item using a rich and convenient drawing API than to spend hours doing the equivalent in OpenGL or using Canvas.

To use that approach, we will not be subclassing QQuickItem directly but QQuickPaintedItem, which...