Originally posted by uid313
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Lars Knoll Shares His Technical Vision For The Qt 6 Tool-Kit
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Originally posted by kpedersen View Post
Unfortunately Qt isn't standard C++. It is C++/MOC. This makes it hard to maintain; from my experience, compiling an ancient wxWidgets project is still possible whereas compiling an ancient Qt 2.x project is very hard.
(If you are going to use non-standard C++, then C++/CLR is actually pretty decent for Winforms programming.)
So C++ basically has no sane GUI frameworks.
We tend to use this but the non-standard MOC preprocessing step makes it quite awkward.
So its pretty obvious from my post but I would really like to see work done to replace MOC with standard C++. (Even using the latest standard if absolutely necessary). Something like this: https://github.com/woboq/verdigris
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It already exists. It already exists. It already exists. It already exists.
It can be done. There is a Wayland VR compositor that uses Qt. I'm not sure for AR.
It can be done, although what's the point of using a desktop UI toolkit for a game?
See previous comment.
See previous comment.
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If typing is optional, I am okay with that. Not a big fan of forcing typing. In my opinion, types can be more trouble than its worth and non-typed code can be quite readable. The technical reason for types in languages like Python is not there.
Qt should focus on providing a complete cross platform environment which supports many OSs allowing developers to count on support being there for standard APIs for output and input of audio, video, 3D graphics, scene graphs, all kinds of input devices including joysticks, image acquisition (scanners, cameras), and so on. Everything thats needed to implement any application in a cross platform manner.
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Originally posted by skeevy420 View PostWhy bother with DX12 support when Windows supports Vulkan?
I await similar Phoronix posts like this: Hey Nate, Plasma using QT6 with the DX12/DXVK backend broke the vsync on KWin again.
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Originally posted by tildearrow View PostIt can be done, although what's the point of using a desktop UI toolkit for a game?
Also to have in-game computer terminals, like in a FPS game you walk up to a computer in a room and then interact with the computer in the game.
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Originally posted by uid313 View Post
To have an options screen to change the settings for the game. Example change screen solution, anti-aliasing, etc.
Also to have in-game computer terminals, like in a FPS game you walk up to a computer in a room and then interact with the computer in the game.
Besides, you don't need Qt to implement in-game computer terminals or stuff like that
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Originally posted by Calinou View PostBesides, you don't need Qt to implement in-game computer terminals or stuff like that
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Originally posted by uid313 View Post
No, you don't need it. You could write everything from scratch, but many developers prefer to use libraries that provide functionality rather than writing code to implement things that are not their core focus, and that will never be as good as something established, mature and well-proven with a large user base and dedicated developers.
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