By Andreas Aardal Hanssen

Qt + Box2D is easy!

Published Friday February 26th, 2010 | 20 Comments on Qt + Box2D is easy!
Posted in C++, Graphics View, KDE, Qt

Box2D is an Open Source rigid body 2D physics engine for C++. It’s currently (2.0.1) released under the MIT license, which is quite permissive. Box2D is used by, among other things, Gluon (http://gluon.tuxfamily.org/), which is a game library from KDE in-the-making. Integrating Box2D into your Qt application is quite easy, and this blog shows you […]

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Unpredictable exec()

Published Tuesday February 23rd, 2010 | 9 Comments on Unpredictable exec()
Posted in Qt

Do you recognize this pattern? void MyWidget::contextMenuEvent(QContextMenuEvent *event) {     if (conditionsAreMet) {         QMenu menu;         menu.addAction(action1);         menu.addAction(action2);         menu.addAction(action3);         QAction *selectedAction = menu.exec(event->pos());         doSomething(selectedAction);     } } It’s one of the more established patterns in Qt, nice and easy on the eye. But it hurts to say that this is one of the patterns that can lead to […]

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Improved support for writing games using Qt?

Published Wednesday September 16th, 2009 | 87 Comments on Improved support for writing games using Qt?
Posted in KDE, Qt

Hi, all. Would it be interesting for us to add some apis, examples and demos that show how to write games in Qt? No work is happening in this field right now, so this is just an early invite for comments. For example, we could provide * Physics engine integration, perhaps in-house, 3rdparty, plugin based? […]

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On the look-out for good people

Published Wednesday July 1st, 2009 | 24 Comments on On the look-out for good people
Posted in Contributors, KDE, Qt

Scope up! We are looking for good developers, QA people and technical writers who would like to work for Qt Software, aka Qt R&D in Nokia. All our offices have open positions. http://www.qtsoftware.com/about/careers/job-openings (redirects to our job portal). The Brisbane, Berlin and Oslo offices all have ads out looking for Software Engineers who would like […]

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Layered rendering part 2, it helps solve many problems… :-)

Published Thursday April 23rd, 2009 | 7 Comments on Layered rendering part 2, it helps solve many problems… :-)
Posted in Graphics, Graphics View, KDE, Kinetic, Qt, Uncategorized

As part of Qt 4.5, we added QGraphicsItem::opacity. Which is great! But it doesn’t work as well as it could. We’re receiving a few comments about how this implementation could work better. Trouble is, in Qt 4.5 we only have two ways of rendering: direct, and indirect (“cached”, e.g., ItemCoordinateCache). And in order to apply […]

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Animated Tiles

Published Wednesday March 4th, 2009 | 6 Comments on Animated Tiles
Posted in Graphics, Graphics View, KDE, Kinetic, Qt, Uncategorized

There’s a new example in the animations branch called “Animated Tiles”. It’s nothing very fancy, showing how to animate transitions between five defined states. But it does qualify for youtube material :-). If you want to access the code, visit the Kinetic labs page: http://labs.trolltech.com/page/Projects/Graphics/Kinetic Discussions are on #qt-kinetic on irc.freenode.net. Enjoy! (update 13:41: updated […]

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Braindump, Graphics View and the Joys of off-screen rendering

Published Friday February 27th, 2009 | 19 Comments on Braindump, Graphics View and the Joys of off-screen rendering
Posted in Graphics, Graphics View, KDE, Qt

Hi all, a short braindump from me here. Sometimes the best way to get things out of your head is to write things down. And there’s a cabin trip for Qt Software this weekend; I don’t want to be thinking about code (yeah right!). Qt is designed to support both direct (framebuffer, software) rendering (fex […]

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Improvements to QGraphicsItem::CacheMode’s insides

Published Friday February 6th, 2009 | 3 Comments on Improvements to QGraphicsItem::CacheMode’s insides
Posted in Graphics View, KDE, Qt

I’m working on cleanups in Graphics View’s cache mode / offscreen rendering support. Did the first part together with Alexis (who’s on Tokamak these days btw!). Then I spent lots of time trying to get everything as simple and clean as it can be, in preparation for a few changes that will probably be useful […]

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