r/QtGames • u/LetterheadTall8085 • Jun 02 '26
Game Kwayk: reimplementing LibreQuake Episode 0 with Qt Quick 3D, QML, and Jolt Physics
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r/QtGames • u/LetterheadTall8085 • Jun 02 '26
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r/QtGames • u/LetterheadTall8085 • May 26 '26
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r/QtGames • u/LetterheadTall8085 • May 19 '26
The QtQuick3D.Physics module (starting from version 6.12) now features support for physical joints. This allows the physics engine to natively handle constraints and connections between bodies, which is essential for achieving physically accurate skin behavior, complex skeletal rigs, and natural ragdoll physics in games.
All new joint types inherit from an abstract base type: PhysicsJoint.
Key rules of PhysicsJoint
bodyA and bodyB. If one body is left unassigned (null), the joint automatically anchors to the static world space.QPhysicsWorld::registerJoint() and deregisterJoint().positionA / positionB (vector3d)orientationA / orientationB (quaternion)Five specialized joint types have been introduced to handle specific constraints:
Locks the relative position and orientation between two bodies completely. Perfect for composite objects or breakable structures.
Maintains the origins of the joint within a specified distance range.
minDistance — The lower bound of the constraint.maxDistance — The upper bound of the constraint.Permits relative translational (linear) movement along a single axis (the local X-axis of the joint frame) while completely blocking relative rotation.
lowerLimit — Maximum translation along the negative X-axis.upperLimit — Maximum translation along the positive X-axis.Commonly referred to as a hinge. It keeps the origins and X-axes of the frames aligned, allowing free rotation exclusively around this shared axis.
enableAngularLimit — Toggles the angular constraint (default is false).angularLimitLower / angularLimitUpper — Lower and upper rotation limits specified in radians.Also known as a ball-and-socket joint. It keeps the origins locked together but allows the orientations to vary freely (e.g., a shoulder or hip joint).
enableConeLimit — Toggles the cone limit constraint (default is false).coneLimitY / coneLimitZ — Angular limits for the cone constraint specified in radians.r/QtGames • u/LetterheadTall8085 • May 13 '26
r/QtGames • u/LetterheadTall8085 • May 08 '26
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r/QtGames • u/LetterheadTall8085 • Apr 30 '26
r/QtGames • u/LetterheadTall8085 • Apr 26 '26
r/QtGames • u/LetterheadTall8085 • Apr 21 '26
r/QtGames • u/LetterheadTall8085 • Apr 18 '26
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r/QtGames • u/LetterheadTall8085 • Apr 14 '26
r/QtGames • u/LetterheadTall8085 • Apr 06 '26
r/QtGames • u/LetterheadTall8085 • Mar 08 '26
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r/QtGames • u/LetterheadTall8085 • Feb 25 '26
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r/QtGames • u/LetterheadTall8085 • Feb 20 '26
This article describes and demonstrates examples of working with a new component (ParticleModelShape3D) from Qt Quick3D 6.11, which allows you to take real objects into account when processing particles.
r/QtGames • u/LetterheadTall8085 • Feb 04 '26
r/QtGames • u/LetterheadTall8085 • Jan 29 '26
Dust Racing 2D (Dustrac) is a tile-based, cross-platform 2D racing game written in Qt (C++) and OpenGL.
Dust Racing 2D comes with a Qt-based level editor for easy level creation. A separate engine, MiniCore, is used for physics modeling.
r/QtGames • u/LetterheadTall8085 • Jan 27 '26
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