[opengoo] Re: Graphics.

  • From: Fabrizio Signoretti <fasigno37@xxxxxxxxx>
  • To: opengoo@xxxxxxxxxxxxx
  • Date: Fri, 7 Dec 2012 13:46:49 +0100

I used qftp cause it's very easy and fast to make it work, but I think that
an ftp upload it's not the best approach. I don't know how commercial
softwares communicate with their servers, but with the ftp way we must
provide a username and password (md5?) in the game code or provide an
anonymous ftp server (with possible spam).

I read someone uses a php form script on the server for such things.

With a server we can use bugzilla.

Of course we'll use QNetworkAccessManager.

2012/12/7 Slyshyk Oleksiy <alexslyshyk@xxxxxxxxx>

> " The QFtp and QUrlInfo classes are no longer exported,
> QNetworkAccessManager should be used instead. These classes are available
> in a separate module, qtftp. "
> https://qt.gitorious.org/qt/qtbase/blobs/stable/dist/changes-5.0.0
>
> And congrat all of us with -
> http://blog.qt.digia.com/blog/2012/12/06/qt-5-0-release-candidate/ !!!
>
>
>
> 2012/12/7 Dmitry Batarov <nonetype@xxxxxxxxx>
>
>> **
>> I tried Qt 5. If we want to use Qt  5 and OpenGL, it is better to write
>> the code for Qt 5 that we would not have to rewrite code.
>>
>> ! QFtp classe removed from Qt 5
>>
>>
>> 06.12.2012 20:27, Fabrizio Signoretti пишет:
>>
>> 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 <05.12.2012%2019>: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 12:51, 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 <03.12.2012%2014>: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
>>
>>
>


-- 
Fabrizio

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