OverviewAnnouncements › Felgo Roadmap

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    Please correct me if I’m wrong, But Felgo has the ability to create 2D objects (via Box2D) but not 3D objects. What is your plan to enable 3D objects and will it be based on OpenGL/OpenGL ES and/or some 3D graphics engine?





    I guess once Qt3d and the respective QML bindings are included in the official Qt release again (supposedly with Qt 5.3) then Felgo 2 should automatically provide this functionality.

    Best, Martin




    I would like it very much to build also the android- and iOS-projects on my local machine (instead of using the build-server). Maybe it will be possible after switching to Qt 5.2?




    Re: the new game network feature, I’m wondering whether there’s a plan to introduce native push-notifications (messages that popup on the home screen)? I think this is a nice way to allow players to get notifications of challenges or updates etc.

    Cheers, Michael.


    Felgo Team

    @ Heini: yes local building will be supported with the major update!

    @ Michael: we’ll improve Felgo Game Network over time, and push notifications are on the very top of our roadmap 😉




    When will a version of Felgo be available that’s compatible with Qt 5.2.1 (or will it be something later like Qt 5.2.2 or Qt 5.3)?




    Felgo Team

    Hi Steve,

    we’re working on it with full steam. ETA is mid 2014.

    Cheers, Chris

    • This reply was modified 6 years, 4 months ago by  Christian.


    Hey Felgo team,

    Is google play games integration coming to the Felgo SDK?




    Felgo Team


    GPS are currently on the roadmap for our standalone plugins ( and will probably merge back into Felgo Game Engine yes, we haven’t however decided on that one yet.





    Since Qt5 announced for next week or something, and its eager waiting update the question: how much code should be rewritten?


    Felgo Team


    I don’t know if this was mentioned before, but something I would really like to see is more advanced level editing tools. For example:

    • Ability to select multiple entities by dragging a selection square (optionally de/selecting of additional individual entities by holding Shift, similar to how you would select multiple files in a file manager), after which all selected entities can be moved together.
    • Bulk editing of attributes of multiple selected entities.
    • Out-of-the-box controls for adding entities known by the EntityManager, rather than rolling custom level editing UI (or at least higher-level controls to make the latter easier).
    • I’m experiencing a bug where dragged entities always hover somewhere north of my mouse cursor instead of under it. I’m using Ubuntu, so I’m not sure if this is platform-specific, but I do know the problem is easily reproduced with the Squaby level editor.


    Arend jr.


    Felgo Team

    Hi Arend,

    thanks for your requests, we’ll consider them with the next updates for level editor. ATM we are in the mid of Qt 5 porting (expect some announcement today ;), but we will focus on level editor afterwards.

    The last point you mentioned is the dragOffset we added which is useful on mobiles so you can see where you are dragging your entities and they are not hidden under your fingers. You can set the dragOffset to Qt.point(0,0) as explained in the docs here.

    Cheers, Chris



    Could you kind of “restart” this thread, with the current state and plans?   I haven’t read all the pages, but something I’m really missing is camera support.   I haven’t yet worked out how to have a “Scene” that is larger than the display window, and move the “Camera” around it.




    A very small thing that would be nice is aliases (or similar) on onBeginContact.other, so that you don’t have to do this:

    onBeginContact: { 
       var collidedColliderComponent = other.parent.parent; 
       var collidedEntity = collidedColliderComponent.parent; 
       var collidedEntityType = collidedEntity.entityType; 
       var collidedEntityId = collidedEntity.entityId;


    … all those parent.parent.parent.parents make my head spin 😉 😀

    It’d be nice to be able to just say other.entityType



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