[Kde-games-devel] Mobile Platforms

Inge Wallin inge at lysator.liu.se
Sat Jul 7 22:00:07 UTC 2012


On Saturday, July 07, 2012 17:58:48 Christian Krippendorf wrote:
> On 07.07.2012 17:54, Mathias Kraus wrote:
> > Am Samstag, 7. Juli 2012, 14:53:09 schrieb Inge Wallin:
> >> On Saturday, July 07, 2012 13:21:46 Mathias Kraus wrote:
> >>> Am Donnerstag, 5. Juli 2012, 13:02:10 schrieb Stefan Majewsky:
> >>>> 4. Albert asked about our strategy for mobile platforms. There are
> >>>> valid arguments for and against going mobile ("we lack manpower
> >>>> already" vs. "this can attract new developers"). Did we ever have a
> >>>> thorough discussion about this?
> >>> 
> >>> Well, I think going mobile means going QML first and that is a huge
> >>> porting efford and will take time.
> >>> On the other side, QML might help to to attract new developers, since
> >>> it is the new shiny thing and maybe we can convice some people
> >>> learning QML by porting some games.
> >> 
> >> I am very much in favor of doing this. However, as somebody who has very
> >> little time for games programming I want to use my time as efficiently
> >> as possible. This means that I should probably not dive into the
> >> intricacies of QML right now.
> >> 
> >> But I would be interested in working together with somebody who can do
> >> QML and who would be interested to work with somebody who can do
> >> refactorings and general AI work.  Any takers? If so, we can start with
> >> KReversi which I know well and which is reasonably easy to work with.
> >> 
> >> For my own part I am mostly talking about the board games here. I guess
> >> the animated games like KBounce and KGoldRunner are harder but still
> >> possible.
> > 
> > A possible way would be
> > 
> > 1. Wait for the results of the SoC
> > 2. A few maintainer of a large games should port a small game to QML
> > 
> >     (something like kmines)
> > 
> > 3. Extend libkdegames to use QML, with the experience from the porting of
> > the
> > 
> >     small games and keeping in mind what would be needed for the large
> >     games. As an alternative, temporary use a separate library like
> >     tagaro until things settle down and the move it the libkdegames like
> >     KgSound
> > 
> > 4. Spread the idea of learning QML by porting an existing game
> > 
> > Regards,
> > Mathias
> > _______________________________________________
> > kde-games-devel mailing list
> > kde-games-devel at kde.org
> > https://mail.kde.org/mailman/listinfo/kde-games-devel
> 
> I am currently one the way of porting to QGraphics-Framework and now the
> next portings are planed... that is very demotivating. It feels like
> nothing will be finished anytime... :-(

This is of course only necessary if the maintainer plans to offer the game on 
mobile platforms as well as the desktop.  For games that stay desktop only 
there is no reason to use QML anywhere.

In fact I'm not sure it was even necessary to port to QGraphics.  Why was that 
decided again?


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