Qt-contributors-summit-2014-Qt3D
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Slides from presentation can be found at http://www.kdab.com/~sean/Qt3D/Qt3D_CS.pdf
- Wiki page with some more details at http://wiki.qt.io/Qt3D-wip-newapi-Overview
- Why the subsystem architecture
- Allow users/developers to enrich the scene
- Allow Qt3D to be extensible with Aspects: audio, physics, …
- Why the components based architecture
- Cf. Game Engine book http://www.amazon.co.uk/Game-Engine-Architecture-Jason-Gregory/dp/1568814135/ref=sr_1_1?ie=UTF8&qid=1402413619&sr=8-1&keywords=game+engine+architecture
- Avoid combinatorial explosion
- Avoid multiple inheritance
- Just attach data to an entity
- Data = component provided by an aspect
- Why configuring the FrameGraph
- QQ2: hardcoded framegraph — render opaque pass + transparent pass
- In Qt3D: allow users to configure the passes, etc.
- The QML API maps 1:1 the C++ API
- QtQuick3DFoo <-> Qt3DFoo
- qmlRegisterExtendedType
- TODOs for 5.x:
- remove certain type providers from QtQuick
- f.i. Qt.vector3d(…) should be provided by a common library QtQuick2 and Qt3D link to
- Animations
- QQmlCustomParser, QQmlParserStatus public?
- qmlRegisterExtendedUncreatableType and qmlRegisterExtendedCustomType
- Integration with QQ2
- remove certain type providers from QtQuick
- TODO before release:
- Un-namespace the API
- Shape: use a class per each builtin shape type
- Provide a set of materials / effects
- Figure out how to deal with ThreadWeaver licensing
- Compile time flags for disabling / choosgin between TW / IBB …
- For 5.4 just disable it
- SIGGRAPH
- Khronos, etc.
- Technical preview out soon?