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About Eastfist

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  1. I'm using Qt 4.8.7, which seems to be the last of the line of Qt version 4. I don't want to jump to Qt 5 simply because installs are getting bigger. Granted, they are trying to provide support for more operating systems, but it is very clunky. I looked into Necessitas for Android and the whole process of getting your app onto a mobile phone just seems clunky. Technically it all works, but usability goes out the window. I'm sticking with desktop deployment for now.
  2. It's been a LONG TIME since I last updated you guys on my game engine. This is what I've accomplished so far: https://youtu.be/sWIAZwODEMo
  3. http://qt.eastfist.com I'll be putting up a series of very basic tutorials on Qt c++ while I recover from surgery.
  4. You need to do some heavy processes in that render loop. Then you'll see if that frame rate is going to hold.
  5. Just translated some image distortion algorithms from c# to Qt c++. Looks amazing, although not ideal for real-time rendering. Have to still learn about bilinear interpolation and direct pointers to pixels.
  6.   You can say that again.  Very appropriate level of abstraction for beginners.
  7. I realize now that if I continue to rewrite my code, I'll never get it done. This iteration, though, is quite robust. But it seems I encounter a new problem everytime I implement a new feature to make it easier to use. For example, today was all about make tabs.
  8. Qt manages to open/draw a 24 megapixel jpeg with ease (because of built-in double-buffering in their widgets). However, in GIMP, which is built with GTK, it tears all over the place. I dare someone to write a Qt paint program comprehensive enough to compete with GIMP.
  9. I love how well c++ runs (when the code is good). But I also understand why it's intimidating to new programmers (because c++ is not my first programming language). But how I learned it coming from Visual Basic was to look for the patterns in language syntax. Imagine one day when we'll all be programming with full graphical rebus language, looking like some kind of code we dial into Mortal Kombat. :P
  10. Success! Qt "real" 3D rotation transformations give me Mode-7 F-Zero type of rendering. Opens up all sorts of possibilities. Check out my video: http://youtu.be/KuTBzhBqU4Y
  11. First goal after completing the development kit is to "port" the fundamental seminal games like Tetris, Pac-Man, Mario. If I can do that with ease, then I will have accomplished what I set out to do. Of course, I don't want to get ahead of myself.
  12. New GUI is coming along nicely. Stability is the main issue.
  13. [quote name='JTippetts' timestamp='1346535272' post='4975551'] What you should worry about instead of language progression, is learning one language [i]really well[/i]. Once you have a strong grasp on programming, you will understand that the differences between most languages is very superficial.[/quote] +infinity OP, make an HTML+Javascript+CSS webpage game first. Make a div box move around on the screen when you press the keyboard. Then try to duplicate that in c++. Once you understand what it takes just to make a simple rectangle move on the screen, then you have conquered your first step. Everything else is built on that and it will become very complex so organization is going to be vital.
  14. If you're a beginner, I suggest not diving into OpenGL or even DirectX, just yet. Learn the native drawing API of your system or tool first. If you're using any of Microsoft Express editions, jump into GDI+ (or even GDI). Otherwise, there's Qt, which has their own QPainter class that makes those calls internally for you. At the least, it guarantees it will run without a dependency on the OpenGL or DirectX libraries.