[Kde-games-devel] Mobile Platforms

Mathias Kraus k.hias at gmx.de
Sun Jul 8 10:29:57 UTC 2012


Am Sonntag, 8. Juli 2012, 00:00:07 schrieb Inge Wallin:
> 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.

Right, at least for the foreseeable future. As far as I know, QWidget will be
removed from Qt with Qt6, which might not come before the next decade.



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