Hi K. Frank, We are working on a project that could help you. It's a QtQuick extension named "Quasi-Engine" that provides some ready-to-use game elements such as sprites, entities and some features like physics simulation (Box2D), entity and scene management.
It is hosted at http://indt.github.com/Quasi-Engine/ Unfortunately, we have documentation still pending, but there are some examples and demos in the repository, if you want give it a try. It works with either Qt 4.x and 5, the instructions are in the README file. We also have a channel at Freenode (#quasi-engine) in case you need any help. ------------------------------ Message: 2 Date: Mon, 13 Aug 2012 09:44:48 -0400 From: "K. Frank" <kfrank2...@gmail.com> Subject: Re: [Interest] Programming strategy for old-school, 2-d video game? To: Qt-interest <interest@qt-project.org> Message-ID: <CAKEnbTOswh6X4=agoolqw3r8+gi49wxfbr6owbq2ioy_ivo...@mail.gmail.com> Content-Type: text/plain; charset=ISO-8859-1 Hi Jason! Thank you for your advice. On Mon, Aug 13, 2012 at 9:23 AM, Jason H <scorp...@yahoo.com> wrote: > I'd say QML all the way. Could you elaborate a little bit? What features of QML make it especially apt for game programming? I haven''t really gotten my head around QML yet -- for example, I wrote a simple database editor, and I didn't consider using QML for it. Of course games differ in a lot of ways from database editors. Which of those differences would QML help me with? Thanks. K. Frank -- Roger Zanoni
_______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest