Kinetic

Writing a game with the animation and the state machine API

Published Wednesday April 1st, 2009 | 9 Comments on Writing a game with the animation and the state machine API
Posted in Graphics View, KDE, Kinetic

If you’ve checked out the Qt solution for the Animation API, then you’ve probably found the game called Sub-Attaq. This game was an idea I had when I started working on the Kinetic project. The idea came from a game I played 6-7 years ago but i don’t remember its name anymore. For those who […]

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New (and last?) QtAnimationFramework Solution

Published Friday March 27th, 2009 | 17 Comments on New (and last?) QtAnimationFramework Solution
Posted in Graphics, Kinetic, Labs

Following the good habit of release early, release often: here we have yet another qt solutions release: the QtAnimationFramework 2.2 (and since 2.1 it’s LGPL too o/) It’s mainly a refinement of the previous version, after a round of API review and incorporating all the feedback we got internally and externally. One main modification was […]

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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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Welcome to Kinetic

Published Thursday November 6th, 2008 | 16 Comments on Welcome to Kinetic
Posted in Graphics View, KDE, Kinetic, Qt

For the last year or so, several trolls have worked on ramping up Qt’s GUI capabilities by adding features and flexibility to our widget model, extending Qt with an animation framework, and investigating internal changes to our graphics system to meet the demand for highly animated GUIs (including excessive use of OpenGL). Some of the […]

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