Forums » C++ Framework » Cocos2d on Qt »
| Ahmed AlShebli | Cocos2d on Qt | ||||
|---|---|---|---|---|---|
|
Added by Ahmed AlShebli over 1 year ago
Hi there this is it, no a complete cocos2d but some features ( Although the back-end is different, the front end is very similar) http://projects.developer.nokia.com/cocos2d ( Full example is downloadable ) Why Cocos2d on Qt is important? Qt now suuports most major platforms, so you properly going to have your game running on different platforms, writing your game once, without any modifications and releasing it to these OSes is simple, it supports 1 - Windows ( XP, Vista, 7, 8 ... ) So why not, if this project gets larger and larger, we'll have a great game engine, that you write your code once, and then deploy your game on different platforms with 0% port effort, I've personally tested the Qt port for iOS and Android, and I can tell that it's amazing!! Best wishes |
||||
| Marcio Andrey Oliveira | RE: Cocos2d on Qt | ||||
|
Added by Marcio Andrey Oliveira over 1 year ago
Hi, Ahmed. First of all I want to thank you for your effort. I really appreciate what you're doing. I saw the source code and it's not in the same standard as other platforms on cocos2d-x. Even the public interface used by developers to create games are different. Shouldn't you:
This way:
Again, please, don't get me wrong. I know you're putting a big effort and time to help community. I'm just sharing my point of view because I'd like to see a QT port of cocos2d-x (you can see my idea about it here) but I wouldn't want to learn another API and I guess many users think the same way. Regards. -- |
||||
| Marcio Andrey Oliveira | RE: Cocos2d on Qt | ||||
|
Added by Marcio Andrey Oliveira over 1 year ago
Hi, Ahmed. Just to complete my answer. Suppose you've created a copy of <COCOS2D-X ROOT>/cocos2dx/platform/win32 named <COCOS2D-X ROOT>/cocos2dx/platform/qt Then you would rename the _win32 part of the file names inside the qt folder: CCAccelerometer_win32.h CCApplication_win32.cpp CCApplication_win32.h CCEGLView_win32.cpp CCEGLView_win32.h CCFileUtils_win32.cpp CCImage_win32.cpp to CCAccelerometer_qt.h CCApplication_qt.cpp CCApplication_qth CCEGLView_qt.cpp CCEGLView_qt.h CCFileUtils_qt.cpp CCImage_qt.cpp and replace their implementation (that uses win32 API) with other that uses QT API. Walzer and Minggo know better than me. They can correct me and guide you to the best way you can focus your efforts. Regards. -- |
||||
| Ahmed AlShebli | RE: Cocos2d on Qt | ||||
|
Added by Ahmed AlShebli over 1 year ago
Hi Marcio, I was trying to do what you've told me with no success because of my knowledge in OpenGL. If you want to help me to try, let me know by adding me to a chat software like : Skype: q8spirit Or any other bests :) |
||||
| Marcio Andrey Oliveira | RE: Cocos2d on Qt | ||||
|
Added by Marcio Andrey Oliveira over 1 year ago
|
||||
| Marcio Andrey Oliveira | RE: Cocos2d on Qt | ||||
|
Added by Marcio Andrey Oliveira over 1 year ago
Ahmed, there are two very interesting projects from BogDan Vatra: Both projects are derived form QT lighthouse project. As both projects have to deal with OpenGL integration, there are two possibilities: 1 - BogDan Vatra worked by himself to solve OpenGL integration; 2 - BogDan Vatra used something from lighthouse project to handle this. Maybe it worth you ask him and check how these projects solved this OpenGL problem. Regards. -- |
||||
| Zhe Wang | RE: Cocos2d on Qt | ||||
|
Added by Zhe Wang over 1 year ago
OK, guys, I have a cool stuff to show. Enjoy Coding, Enjoy Life. |
||||
| Marcio Andrey Oliveira | RE: Cocos2d on Qt | ||||
|
Added by Marcio Andrey Oliveira over 1 year ago
Walzer, you always have good news. Sorry but I didn't understand what you mean when you said:
Do you want to create an editor (other than QtCreator) or do you want to create a project to use QtCreator ? Regards. -- |
||||
| Dany Menko | RE: Cocos2d on Qt | ||||
|
Added by Dany Menko over 1 year ago
Amazing Walzer! Can't wait! |
||||
| Zhe Wang | RE: Cocos2d on Qt | ||||
|
Added by Zhe Wang over 1 year ago
@Marcio, I mean an action editor for cocos2d, it must can run on both windows + osx, and perhaps ubuntu. Enjoy Coding, Enjoy Life. |
||||
| Dany Menko | RE: Cocos2d on Qt | ||||
|
Added by Dany Menko over 1 year ago
If you're already doing OSXand win32, why 'perhaps' Ubuntu? If Qt is good in something it's multiplatform compatibility. I wouldn't hesitate if I were you. Ubuntu QT port = awesome. |
||||
| Zhe Wang | RE: Cocos2d on Qt | ||||
|
Added by Zhe Wang over 1 year ago
Oh, that's great. I'm not familiar with Qt and Ubuntu. Enjoy Coding, Enjoy Life. |
||||
| winipcfg winipcfg | RE: Cocos2d on Qt | ||||
|
Added by winipcfg winipcfg over 1 year ago
Is that meant we can debug on iphone in Windows platform, without the need of MacOS machine? |
||||
| Zhe Wang | RE: Cocos2d on Qt | ||||
|
Added by Zhe Wang over 1 year ago
Cocos2d is a framework, so you still need a mac to build and distribute your ios game. Enjoy Coding, Enjoy Life. |
||||
| winipcfg winipcfg | RE: Cocos2d on Qt | ||||
|
Added by winipcfg winipcfg over 1 year ago
Walzer Wang wrote:
DragonFireSDK can do deploy in Windows and so I expected it could be done by other tools. |
||||
| Marcio Andrey Oliveira | RE: Cocos2d on Qt | ||||
|
Added by Marcio Andrey Oliveira over 1 year ago
@Walzer Instead of write on tile map editor, wouldn't be better to pick an existing one? There is this one http://www.mapeditor.org/. It's writing with Qt so it can run on Windows, Mac and Linux. Tiled is an open source project. @Dany I agree with you. Regards. -- |
||||
| Zhe Wang | RE: Cocos2d on Qt | ||||
|
Added by Zhe Wang over 1 year ago
@Marcio, you misunderstood my meaning. We gonna to make a n editor focus on layout and actions, and the final goal is to achieve skeleton animation feature. Without an editor, skeleton animation support in engine is meaningles. But the editor should run on windows and osx, so it should base on Qt. Enjoy Coding, Enjoy Life. |
||||
| Dany Menko | RE: Cocos2d on Qt | ||||
|
Added by Dany Menko over 1 year ago
I think he means you will get a QT WYSIWYG editor where you can edit the way your game behaves. |
||||
| Marcio Andrey Oliveira | RE: Cocos2d on Qt | ||||
|
Added by Marcio Andrey Oliveira over 1 year ago
|
||||
| Jarvis Lee | RE: Cocos2d on Qt | ||||
|
Added by Jarvis Lee over 1 year ago
Great work Walzer! Now I just want to make a tool both for windows and mac os. Now I'm trying to use QT for UI, and some cocos2d-x features. |
||||
| winipcfg winipcfg | RE: Cocos2d on Qt | ||||
|
Added by winipcfg winipcfg over 1 year ago
I suppose the Editor can be created based on Cocoshop http://www.cocos2d-iphone.org/forum/topic/15668 |
||||
| Laurens Rodriguez | RE: Cocos2d on Qt | ||||
|
Added by Laurens Rodriguez over 1 year ago
As always you guys amaze me :D |
||||
| Jarvis Lee | RE: Cocos2d on Qt | ||||
|
Added by Jarvis Lee over 1 year ago
I did a little test for demonstrating cocos2d-x for QT based on win32 Now I'm looking forward to this port can be used on mac! Can't wait! cc2xqt.png (248.2 kB) |
||||
| Catalin Moldovan | RE: Cocos2d on Qt | ||||
|
Added by Catalin Moldovan about 1 year ago
Hi, I've done a port of cocos2dx on Qt platform using OpenGL ES on all qt supported platforms. It is a bit messy for the third party libraries part but here's what I found out doing the port: I've decided to use OpenGL ES on all platforms supported by Qt as it would have been easier to maintain, and this way it is a single code base for all these platforms, but unfortunately from my experiments it seems that on Symbian and MeeGo it is not working. I didn't investigate further inside Cocos2Dx to see if that extension is essential or used only by few features of Cocos2Dx. Cheers, |
||||
| Catalin Moldovan | RE: Cocos2d on Qt | ||||
|
Added by Catalin Moldovan about 1 year ago
Forgot to mention that there are also unofficial ports of Qt to iOS and Android, and maybe even Windows Phone in the future as Ahmed stated previously so a Qt port would make it very easy to maintain the library and also the developer's games. But from my point of view this would be feasible for an OpenGL ES 2.0 port of Cocos2Dx where current GL features required by Cocos2Dx are standard on all OpenGL ES 2.0 implementations. |
||||
| Marcio Andrey Oliveira | RE: Cocos2d on Qt | ||||
|
Added by Marcio Andrey Oliveira about 1 year ago
|

