Opengoo doesn't run very well in opengl mode and all the qt examples have bad quality on my machine. 2012/12/6 Dmitry Batarov <nonetype@xxxxxxxxx> > ** > Has anyone encountered with games on PC with good graphics and animation > (except chess, Tetris, Snake, balls) where Qt used for rendering? > > 06.12.2012 13:11, Dmitry Batarov пишет: > > Good news -) > > 06.12.2012 13:04, Slyshyk Oleksiy пишет: > > We may use QGraphicsPixmapItem for GOO ( > http://doc.qt.digia.com/qt/qgraphicspixmapitem.html). And QGraphickView > can render on QGLWidget. > > > 2012/12/6 Dmitry Batarov <nonetype@xxxxxxxxx> > >> I think that QGraphics not need use because GOO are sprite objects. The >> render basically should display a bitmap and not a vector objects, >> otherwise we will be used hard code but no design. >> May be better used for rendering OpenGL graphics QGLWidget or SDL library. >> >> 05.12.2012 19:32, Fabrizio Signoretti пишет: >> >> This could be the starting point: >> >> http://dl.dropbox.com/u/22799853/Opengoo%20schema.dia >> >> 2012/12/5 Dmitry Batarov <nonetype@xxxxxxxxx> >> >>> Fabrizio draw a diagram for clarity >>> >>> 05.12.2012 12 <05.12.2012%2012>:51, Fabrizio Signoretti пишет: >>> >>> No exactly just ideas. >>> >>> It's a little bit hard have a wide view of all aspects. >>> >>> The level class must be recoded like the goo's and in the meantime >>> consider the new level creation. >>> The clicks handlers must be changed like the drag event, practically the >>> entire game. >>> >>> I've tried few example that uses QGraphicsScene but the performances >>> aren't so good like the actual game's performances, on my machine. >>> >>> And how to organize the team? >>> >>> 2012/12/5 Dmitry Batarov <nonetype@xxxxxxxxx> >>> >>>> Fabrizio, do you have a plan of action? >>>> >>>> 03.12.2012 14:48, Fabrizio Signoretti пишет: >>>> >>>> Ok, thanks for the patch I will examine it later. >>>> >>>> Uml is very easy to use and it has been designed to be intuitive so >>>> it's not hard to understand at all. >>>> >>>> Actually we haven't the right resources to design a new graphics, if we >>>> make a good game will be easy to change it in the future. >>>> >>>> 2012/12/3 Dmitry Batarov <nonetype@xxxxxxxxx> >>>> >>>>> 1. I think that the game need a new design >>>>> >>>>> 2. I made a patch for WooGLE >>>>> https://github.com/Mandarancio/OpenGOO/issues/59 >>>>> >>>>> 3. I don't know UML but I agree that we need a similar tool >>>>> >>>>> >>>>> 02.12.2012 22:20, Fabrizio Signoretti пишет: >>>>> >>>>> Hello guys, >>>>>> now we should use the mailing list instead of using the github's >>>>>> issues. >>>>>> >>>>>> I thought that before recode the graphics part we should design a new >>>>>> module subdivision of the code. >>>>>> And, at the same time, mind about the levels part. >>>>>> >>>>>> If we want to use the WOG tool editor we can take a snapshot of its >>>>>> code and adapt it to our game. >>>>>> >>>>>> However my thought is design the new game structure in UML or >>>>>> something like that and consider every use case and module of the game. >>>>>> >>>>>> >>>>>> What do you think? >>>>>> >>>>>> -- >>>>>> Fabrizio >>>>>> >>>>>> >>>>> >>>> >>>> >>>> -- >>>> Fabrizio >>>> >>>> >>> >>> >>> -- >>> Fabrizio >>> >>> >> >> >> -- >> Fabrizio >> >> > -- Fabrizio