Qt now suuports most major platforms, so you properly going to have your game running on different platforms, writing your game once, without any modifications and releasing it to these OSes is simple, it supports
1 - Windows ( XP, Vista, 7, 8 … )
2 - Mac OSX
3 - Linux ( ubuntu, fedora )
4 - Symbian
5 - Android
6 - Windows CE
7 - iOS (iPhone, iPod and iPad)
8 - Coming soon ( Windows phone, yet not confirmed )
So why not, if this project gets larger and larger, we’ll have a great game engine, that you write your code once, and then deploy your game on different platforms with 0% port effort, I’ve personally tested the Qt port for iOS and Android, and I can tell that it’s amazing
First of all I want to thank you for your effort. I really appreciate what you’re doing.
I saw the source code and it’s not in the same standard as other platforms on cocos2d-x.
Even the public interface used by developers to create games are different.
Shouldn’t you:
clone cocos2d-x source code
goto /cocos2dx/platform create a copy win32 folder and change it’s code to use QT APIs instead of win32 API?
This way:
you would have less code to develop (it would be possible to compile QT source to Symbian using Nokia’s SDK)
you would have more people interested to use your code.
it would let your code be integrated to official cocos2d-x source code tree.
Again, please, don’t get me wrong.
I know you’re putting a big effort and time to help community.
I’m just sharing my point of view because I’d like to see a QT port of cocos2d-x (you can see my idea about it here) but I wouldn’t want to learn another API and I guess many users think the same way.
OK, guys, I have a cool stuff to show. https://github.com/honghui/cocos2d-x/tree/QtPort
Honghui Zhang, one of my collaborator, is working on port cocos2d-x for Qt for several months, and our goal is to create an Editor with it eventually.
His Qt port is semi-finished, cocos2d-x/platform part is done while 3rd-party libraries are haven’t. This Qt port can run on windows now, linking 3rd-party libraries of win32 port.
We can continue the job from here
If you’re already doing OSXand win32, why ‘perhaps’ Ubuntu? If Qt is good in something it’s multiplatform compatibility. I wouldn’t hesitate if I were you.
Oh, that’s great. I’m not familiar with Qt and Ubuntu.
If Qt apps can run on these desktop systems seamlessly, it would be easy to distribute different versions, just like TileMap.
@Marcio, you misunderstood my meaning. We gonna to make a n editor focus on layout and actions, and the final goal is to achieve skeleton animation feature. Without an editor, skeleton animation support in engine is meaningles. But the editor should run on windows and osx, so it should base on Qt.
Now I just want to make a tool both for windows and mac os. Now I’m trying to use QT for UI, and some cocos2d-x features.
I think the qt-port is really worth to do!
btw, what do you mean by the ‘action editor’? like animation editor? Can you explain it more?