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

Vulkan in Qt applications

OpenGL has undergone significant changes as graphics cards hardware has evolved. Many old parts of OpenGL API are now deprecated, and even up-to-date API is not ideal for utilizing the capabilities of modern hardware. Vulkan was designed as an attempt to create an API more suitable for this purpose.

Vulkan is a new API that can be used instead of OpenGL to perform hardware-accelerated rendering and computation. While Vulkan is more verbose and complex than OpenGL, it closely represents the actual interaction between CPU and GPU. This allows Vulkan users to achieve better control over utilizing GPU resources, which can lead to better performance. The first stable version of Vulkan API was released in 2016.

While Vulkan is a cross-platform solution, a Vulkan application still needs to contain a bit of platform-specific code, mainly related to window creation...