I have my laptop with Intel core duo 2.40ghz and 2 GB of ram with Ati Hd 2600 512 MB and first legacy ati driver release. WOG always worked perfectly. 2012/12/6 Dmitry Batarov <nonetype@xxxxxxxxx> > ** > Fabrizio, which hardware configuration do you have and version of opengl? > > I have 2 PCs > 2 cores x 1600 : 6-8 fps without opengl and 11-16 fps with opengl > 2 cores x 2400 : ~30 fps without opengl (opengl don't work) > > WoG works without problems on first PC. > > 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