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Lars Knoll Shares His Technical Vision For The Qt 6 Tool-Kit

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  • #11
    Originally posted by uid313 View Post
    • Qt on the web with HTML5? Canvas? WebGL? WebAssembly?
    • Qt on Android, iOs and mobile devices such as phones and tablets?
    • Qt in VR and AR applications?
    • Qt integration in game engines?
    • Qt on .NET Core?
    • Qt bindings for Rust?

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    • #12
      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
      Wrong. Qt IS standard C++. It's a perfectly standard C++ code. Moc is just a generator that creates a perfectly standard C++ files with some boilerplate code from your perfectly standard C++ codebase. You've given the Verdigris yourself as an example how this could be all done without extra tool keeping full regular "moc" compatibility. C++CLR however is different language entirely.

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      • #13
        Originally posted by uid313 View Post
        • Qt on the web with HTML5? Canvas? WebGL? WebAssembly?
        • Qt on Android, iOs and mobile devices such as phones and tablets?
        • Qt in VR and AR applications?
        • Qt integration in game engines?
        • Qt on .NET Core?
        • Qt bindings for Rust?

        Comment


        • #14
          Originally posted by uid313 View Post
          • Qt on the web with HTML5? Canvas? WebGL? WebAssembly?
          • Qt on Android, iOs and mobile devices such as phones and tablets?
          • Qt in VR and AR applications?
          • Qt integration in game engines?
          • Qt on .NET Core?
          • Qt bindings for Rust?
          Let's hope. Let's hope. Let's hope. Let's hope.
          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.

          Comment


          • #15
            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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            • #16
              Originally posted by skeevy420 View Post
              Why 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.
              Experience after being burned by betting on OpenGL being available everywhere forever.

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              • #17
                Originally posted by tildearrow View Post
                It can be done, although what's the point of using a desktop UI toolkit for a game?
                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.

                Comment


                • #18
                  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.
                  A few games have implemented Qt for their GUI (such as Doomsday Engine), but many issues make it an unappealing choice for most developers (its license, its large size and difficulty to build for various platforms, …).

                  Besides, you don't need Qt to implement in-game computer terminals or stuff like that

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                  • #19
                    Originally posted by Calinou View Post
                    Besides, you don't need Qt to implement in-game computer terminals or stuff like that
                    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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                    • #20
                      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.
                      Assuming your game is not a spreadsheet simulator something like Qt is total overkill. You will either use some game dev middleware or code it yourself. Immediate mode GUIs are a good fit for games and simple to implement. There are afaik even a couple open source implementations available you can use and modify for your needs.

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