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Home/ Questions/Q 6051929
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T07:52:18+00:00 2026-05-23T07:52:18+00:00

Was looking into making a game with Qt and was wondering if QML has

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Was looking into making a game with Qt and was wondering if QML has gotten to the point yet where it could be used as a serious tool on the desktop. Have seen some post from Qt stating that they will be transitioning most things to QML eventually, so this seems like it may be the way to go, at least according to Qt.

Edit: I realize that QML probably wouldn’t be the best bet for a 3D game with heavy graphics. Was looking more for something that did mostly 2D stuff like a platformer type game.

Seen this http://labs.qt.nokia.com/2010/08/12/a-guide-to-writing-games-with-qml/. So its obviously possible to some extent. I have also seen some impressive games made solely with java script, which I believe is the base of QML. I was just curious as to what would be the best way to go with Qt at the moment since things have been changing lately…

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  1. Editorial Team
    Editorial Team
    2026-05-23T07:52:18+00:00Added an answer on May 23, 2026 at 7:52 am

    It may depend on “how long” you want to wait before releasing your game.

    The Trolls/Qt are re-doing its “graphics stack” right now: Rather than historic “every-widget-renders-itself” (which is the wrong paradigm for games and rich mobile apps), they are re-implementing to a single graphics stack that renders the WHOLE interface, where the “widgets” themselves are mere data-sets that feed into the rendering. In short, the goal is to make desktop/mobile applications with the exact same performance as the high-end games have done for decades (with their own graphics stack that looks nothing like the typical X/Xlib/Motif/Xvt/Win/MFC/Qt applications graphics stack). Further, the Qt5 plans (in planning/development now, they claim a release sometime next year) are reliant upon OpenGL for this graphics stack implementation.

    After this work, the pipeline will be: Widgets==>QML==>(C++ Graphics Stack)==>Hardware. Currently (Qt 4 and previous) it is: QML==>Widgets==>(C++ Graphics Stack)==>Hardware.

    You can google for various posts/discussions on this, or here’s a long-ish presentation that talks about these efforts: http://qt.nokia.com/developer/learning/online/talks/developerdays2010/tech-talks/performance-do-graphics-the-right-way/

    IMHO, QML makes more sense for games, since the interface components are “independent actors” (e.g., not tied to each other through layouts). That’s also why QML makes so much more sense for mobile (where real estate is a premium), and for very flashy desktop apps (although it is still relatively young and unproven for that).

    QML already has lots of rendering/animation options, but they are mostly a very rich 2D (but with which you could simulate 3D pretty well). The QML 3D is undergoing heavy revision right now, but the new stuff looks really good (and sits on OpenGL). So, if you want heavy 3D, it might be experimentation time for the moment, until you see the new Qt5 interfaces and can take advantage of the hardware acceleration (depending on how much 3D you need).

    The performance specs I’ve seen from the new Qt5 stuff with the new graphics stack (in prototype development) are quite impressive, so much so that I’ve been thinking about writing some games in QML just to play with it. If this were twelve-months-from-now (or so, after the release of Qt5), I’d bet QML would be the best/easiest decision for games (because the components are independent actors, it’s so simple to use, and I’d push all the game-specific heavy stuff into C++, which is really easy to do with QML on top).

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