[opengoo] Re: Graphics.

  • From: Fabrizio Signoretti <fasigno37@xxxxxxxxx>
  • To: opengoo@xxxxxxxxxxxxx
  • Date: Thu, 6 Dec 2012 17:27:48 +0100

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

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