I got a new game recently. It inspired me to rant about porting console games to PC. I used to think that it should happen more often, but I’m no longer convinced that game developers are competent enough to turn even a good console game into a quality PC port.
It’ll come as no surprise to anyone that I like writing QML games, my gitorious account is littered with the prototypes I’ve thrown up in a few hours for fun. I’ve done another one which has proved to be extra-large: about a full working day’s effort scattered across a couple of nights.https://github.com/416365416c/checkers has a QML checkers prototype, with Human-on-Human and VS AI modes. It was fun and educational, which is good because checkers isn’t a very interesting game otherwise 😉 .
QML (and QtQuick) versioning is not the same as Qt versioning. This is understandably confusing for some people, so let me take the long-form approach and describe the what, why and how of QML versioning. Note: This is the essay version. The technical version with code snippets is in the docs where it should be. As an essay version it’s mostly “why”, for better answers to “what” clone the repository and look at the examples. For better answers to how clone and read the source code for the engine; qqmlengine.cpp contains fewer lines than this blog post 😉 .
You need to read the Qt blog before mine, Digia’s acquisition post is assumed knowledge for this post. I for one welcome Qt’s new corporate overlords and hope this is a lovely trolltech-style period of fantastic development; before another huge company buys Qt for millions. Qt deserves another chance at world domination in a few years.
I’m a big fan of self-improvement, and one aspect of that is to analyze re-evaluate your routines. If there’s a task or situation you encounter every single day, the cumulative benefits of doing it better is hard to overestimate. So one thing I have been experimenting with for a while is how to sit at my desk.