[A full-featured scene editor for Qt Quick3d] xyrillforge
▲ 13 r/QtGames+1 crossposts

[A full-featured scene editor for Qt Quick3d] xyrillforge

The goal is to make day-to-day 3D scene editing in QML feel closer to a dedicated game/editor workflow while staying compatible with Qt Design Studio-style .qmlproject projects. In this walkthrough:

  • importing 3D assets into a Qt Quick3D scene
  • selecting objects directly in the viewport and outliner
  • moving, rotating, and scaling scene nodes with editor gizmos
  • working with imported model animations and timelines
  • editing shader/material graphs
  • editing particle graphs
  • previewing changes directly in the scene

XyrillForge is currently a proof of concept / work in progress. The focus is source-compatible, WYSIWYG 3D editing for QML scenes, with source files remaining the authority and the runtime scene acting as a live preview.

youtube.com
u/LetterheadTall8085 — 12 days ago
▲ 18 r/Ecliptica+3 crossposts

The new SkyMaterial from Qt 6.12, designed for working with indirect light, has been successfully integrated with Ecliptica game. Check out the results! We now have smooth, fluid weather and daytime transitions.

u/LetterheadTall8085 — 16 days ago

What are the chances that Steam will show players an unreleased game without a demo at a next fest?

Question in a header - what you mind ?

u/LetterheadTall8085 — 20 days ago
▲ 5 r/Ecliptica+1 crossposts

Good news, Ecliptica now have The GOG page.

I don't know who added my game to GOG, but I'm very grateful to them. Now you can vote for the game there, which will allow us to release it there in the future, and not just on Steam.

gog.com
u/LetterheadTall8085 — 21 days ago
▲ 27 r/QtGames+1 crossposts

Qt 6.12 continues to delight, this time with a new material responsible for the living sky.

You can only see the changes on GitHub for now, but I think documentation will appear soon.

The image shows an example, but the component itself allows you to create any shaders for the sky, including procedurally generated volumetric clouds.

Feature description from the commit

Add SkyMaterial

Adds a SkyMaterial class used for rendering a sky box and/or IBL using a user provided real-time shader.

A SceneEnvironment::skyMaterial property is added and used for the SkyMaterial.

A new enum SceneEnvironment.SkyMaterial is added to SceneEnvironment::backgroundMode and when set will use the SkyMaterial as the skybox.

Added SkyMaterial QML type and SceneEnvironment::skyMaterial property.

u/LetterheadTall8085 — 25 days ago
▲ 117 r/QtGames+4 crossposts

Kwayk: reimplementing LibreQuake Episode 0 with Qt Quick 3D, QML, and Jolt Physics

Hi everyone, a friend of mine has been building Kwayk - a reimplementation of LibreQuake Episode 0 using Qt Quick 3D, QML and Jolt Physics.

What I find interesting is that this is not just a small Qt launcher around a game. The gameplay logic is written from scratch in QML: monsters, weapons, triggers, doors, etc. Rendering goes through Qt Quick 3D, and physics are powered by Jolt.

The project recently switched fully to LibreQuake assets, so it no longer needs the original id1/pak0 files. Episode 0 is now playable from start to finish.

WebAssembly demo: https://glazunov999.github.io/

Source: https://github.com/glazunov999/Kwayk

Would be interesting to get feedback from people who work with Qt Quick 3D / QML, especially on the architecture and the WebAssembly side.

u/LetterheadTall8085 — 1 month ago
▲ 12 r/QtGames+1 crossposts

A small but nice addition to Qt Quick3d 6.12

Today, my small patch was merged, adding the instancingLodFactor option to Model. Here is the core idea: Balsam can automatically generate LODs for models during import. If you are using regular Model objects, this works out of the box. However, when dealing with a large number of identical objects, you need to use Instancing. Previously, we had to open Blender and manually create meshes for all detail levels. BUT now, you can do this, and Qt will handle everything for you:

        Model {
            //lod configuration
            instancingLodFactor: 0.0
            instancingLodMin: 0
            instancingLodMax: 5


            objectName: "Retopo_Mesh1.0"
            source: "mesh_005_mesh.mesh"
            materials: [
                white_painted_metal_material
            ]

            instancing: instanceTable

        }

        Model {

            //lod configuration
            instancingLodFactor: 0.5
            instancingLodMin: 5
            instancingLodMax: 10

            objectName: "Retopo_Mesh1.0"
            source: "mesh_005_mesh.mesh"
            materials: [
                white_painted_metal_material
            ]

            instancing: instanceTable

        }
        Model {
            //lod configuration
            instancingLodFactor: 1
            instancingLodMin: 10
            instancingLodMax: 100

            objectName: "Retopo_Mesh1.0"
            source: "mesh_005_mesh.mesh"

            instancing: instanceTable

            materials: [
                white_painted_metal_material
            ]
        }

The purpose of this option is that we can now explicitly tell the scene exactly which LOD level should be rendered at a specific distance range and with what level of detail.

github.com
u/LetterheadTall8085 — 1 month ago

When I, even 2 years ago started making a game with Linux First logic (there was even an idea of a Linux exclusive, but I was talked out of it), I expected that Linux users would be at least half. So probably I will tell you about the game here.

And Also if you are not a fan of free and open systems like in X4 and M&B2 you can pass by.

And so. More details, about the game.

In general, I have been making this game already for the 2nd year at my own expense, since for a very long time there have been no games on the market with a large number of NPCs that would be not just like placeholders, but as the basis of the gameplay. That is, each NPC has their own level of greed and ambition, from this society, economy and the city are built, with corporations and other structures of various kinds of aggressiveness. All this business takes place in the conditions of an unsuccessful landing on an aggressive planet, which is just waiting how to swallow the colonists.

Anyway, what is in the game now:

Absolute, free economy (everything is regulated only by real demand and real supply). Procedural world with 3 biomes, resources.

All resources and grind can be optimized and automated. In essence, you can interest the residents of the colony to work for you if you have money, if not — you will be breaking your back at a construction site, or somewhere else for an NPC Boss, who, given the opportunity, will lower your salary. Whacking him just like that won't work either, and if it works — god knows what consequences this will lead to, because he could be responsible for important supply chains and be an important economic node.

4 levels of earnings:

Worker — you will work for a salary, giving your energy in exchange for a bright future, small pennies for a candy bar to eat.

Trader — in such a world you can very successfully wedge into trade and make a fortune, burn out and go to work for a salary.

Manager (a sort of mini boss at an object) — and here you can self-actualize, here you both get royalties from the station's profit, and you can tweak the workers' salary, and by clever manipulations spend the entire budget of the corporate guy you work for — in general, the golden mean) not little not much.

Corporate guy — and this is essentially the head of the corporation — an uncle/aunt (there are no genders in the game, colonists are abstract creatures), for whom everyone works — except for competitors. Usually having reached this level you already have more than one station and mining rig in property, each of them is a place on which the lives of other colonists depend. In short — Big boss, with Big problems. At this level, responsibility goes off the charts — a couple of wrong global decisions and a crisis awaits the colony — in the best case, after which a competitor corporation will take advantage of it and get rich, and press you down. And in the worst — you are all *****... Because aggressive creatures from the world live by the same rules of expansion as you, but unlike you, they are perfectly integrated into the world.

Regarding the graphics, I have my own technical stack, so I don't grind my teeth on graphics much, I love games with deep mechanics like kenshi, mount and blade or X4. So the game is closer to these guys. Than to blockbusters. But I try to keep it stylized pleasant — so that it would be pleasant to explore the world from the first person.

What is in the immediate plans — that is, will be included in the Demo:

And so, quest system (procedural and story-driven) — in essence quests will await us both those that will simply point to the presence of a gameplay problem like in X4, and story-driven ones that will be woven into the state of the world (that is, there will be no stupid spawn and scripts for the sake of a quest).

Squad system — besides working for the uncle (the system of corporations and economy) there will be squads in the game, groups of mercenaries to shoot and solve problems with a fist, which can be hired. Here already goes a system of orders — that is, you don't need to manipulate money (these guys will take everything you have for their work — mercenaries are insanely expensive). The system works both ways: Player -> NPC and NPC -> player. That is, you can go to work as a mercenary in someone's squad, receive orders and fulfill them or not, although I don't advise it.

System of expeditions and world exploration — here for now without details.

Populations of aggressive and neutral creatures — populations, unlike stupid mobs — this is a colony living the same way as yours, but with different chains and life cycle — the goal is still the same — total dominance over the world.

From the looks of it, I seem to have written down everything.

One more thing, I published my devlogs here several times, but they didn't particularly impress anyone, apparently I don't know how to make them, but the game is turning out, and as for me quite interesting, personally I myself already play it on weekends on streams, I do this of course first of all for debugging the main mechanic of the free economy, but now when in version 1.4.144 it started working at full strength it became interesting to play.

And another thing, I even tried to trigger the community with a not very conscientious memetic, where I compared my choice of game between subnautica 2 and my Ecliptica, although back then it seemed funny to me, the post was evaluated as aggressive advertising and deleted.

So link to game: https://store.steampowered.com/app/3723390/Ecliptica/ if you still interesting

Note: Text was translated to English language (using Google translator)

u/LetterheadTall8085 — 1 month ago
▲ 14 r/QtGames+1 crossposts

Good news. The Qt quick3d engine implement joints support

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.

Core Architecture

All new joint types inherit from an abstract base type: PhysicsJoint.

Key rules of PhysicsJoint

  • Connects two bodies: bodyA and bodyB. If one body is left unassigned (null), the joint automatically anchors to the static world space.
  • Strict Requirement: At least one of the connected bodies must be dynamic.
  • Scene registration and lifecycle management are handled automatically behind the scenes via QPhysicsWorld::registerJoint() and deregisterJoint().
  • Local positioning and rotation relative to each body's frame are configured using:
    • positionA / positionB (vector3d)
    • orientationA / orientationB (quaternion)

Available Joint Types

Five specialized joint types have been introduced to handle specific constraints:

1. FixedJoint

Locks the relative position and orientation between two bodies completely. Perfect for composite objects or breakable structures.

2. DistanceJoint

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.

3. PrismaticJoint

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.

4. RevoluteJoint

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.

5. SphericalJoint

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.

Key Takeaways for Developers

  • Natural Skins & Ragdolls: Essential for character physics, secondary clothing motion, and lifelike skeletal simulations.
  • Mechanical Simulation: Simplifies the implementation of vehicles, doors, levers, and suspension systems.
  • Tooling Support: The update includes built-in tests and dedicated Design Studio QML files, enabling visual setup and prototyping.
u/LetterheadTall8085 — 2 months ago

Developing a custom-engine colony sim / economy survival game solo for 2 years (Ecliptica). I’d love to hear your feedback and questions!

Hi everyone!

I'm looking for players who might be interested in my work. If the core concepts and ideas behind my game resonate with you, please let me know. Building a community and hearing from you would be a massive motivation boost to keep pushing forward.

For the past two years, I’ve been single-handedly developing a game that blends deep base building with a broader planetary life simulation. Sadly, I haven’t managed to build an active community around it yet, which means I rarely get any feedback, suggestions, or ideas. I would genuinely love to hear absolutely any opinions, questions, or wishes you might have.

As far as I understand, this community is always on the lookout for good, unique games — and I am looking for dedicated, reliable players.

What is Ecliptica?

In short, Ecliptica is a fairly large-scale project that includes:

  • City & Base Building: Managing and expanding your settlement.
  • Living Economy: A fully dynamic market with no hardcoded price ceilings, completely driven by supply and demand rules.
  • Harsh Survival: Enduring a hostile planetary environment.
  • Expeditions: Scouting and exploring uncharted territories.
  • Urban Survival: Mechanics that challenge you even inside the city if your character lacks wealth or political influence.
  • Procedural Generation & World Destructibility: Making the sandbox unpredictable and interactive.
  • Story & Procedural Quests: A mix of hand-crafted narrative and emergent objectives.
  • and a lot of other features planned for the future.

The Technical Side (No Asset Flips, No AI Slop)

Managing a project of this scale alone is incredibly tough. To make it even more challenging (and rewarding), the game is built entirely on a custom game engine.

  • No generic asset stores. Everything is built from scratch.
  • No low-quality AI-generated content (the only exception is a few temporary inventory icons, which I'm replacing very soon).

So your feedback

If the project sounds like something you'd enjoy, I’d love to make this subreddit a regular home for my development logs and updates. If not, I completely understand and won't spam the space.

I’m highly open to any questions about the mechanics, the custom engine, or the gameplay loop. I would appreciate any feedback or advice you can share!

Thank you all for your time!

reddit.com
u/LetterheadTall8085 — 2 months ago

Ecliptica - Ecliptica Devlog 13

Living World: Procedural Quest System

One of the main new features is the procedurally generated quest system. Now the game analyzes your current state, the position of your empire, and the needs of characters, creating relevant tasks in real-time.

How does it work? Quests are now divided into several types:

  • Contextual Tasks: help you navigate the current situation and suggest which problems of a character or settlement to focus on right now.
  • Storylines: tasks related to the main story and side branches of the Ecliptica world.

The game world has become more symmetrical: similar tasks arise not only for the player but also for other characters. You can talk to a resident of your colony at any time and find out what difficulties they have encountered.

Gamepad Support: Motion Sensors

We strive to make controlling Ecliptica as comfortable as possible for all platforms. In this update, we have added support for control using built-in gamepad sensors (gyroscope). However, it is worth noting that this only works on gamepads that have a gyroscope; gamepads without a gyroscope control the character using classic sticks.

A new section has appeared in the settings menu, allowing you to activate the controller's motion sensors. This gives more intuitive and precise control, especially in moments requiring quick reactions.

store.steampowered.com
u/LetterheadTall8085 — 2 months ago

Ecliptica — Devlog 13: Procedural Quests and Gyroscopic Controls

steam page https://store.steampowered.com/app/3723390/Ecliptica/

A Living World: Procedural Quest System

The headline feature of this update is our brand-new system of procedurally generated quests. The game now analyzes your current state, the status of your empire, and the needs of individual characters to generate relevant tasks in real-time.

Motion Controls

We strive to make the Ecliptica experience comfortable across all platforms. In this update, we have added a completely new control option: support for built-in controller sensors.

youtube.com
u/LetterheadTall8085 — 2 months ago