i am having trouble thinking the QT way of animating/doing things.
in other game or environments there is mostly a game loop routine where you can manage things.
the hard part and maybe something to foucs on, is the translation of other game engines way of handling things.
and the way Felgo is handling things.
like everything needs to be an animation?
today i ran into such a thinking difference.
i wanted to create a spinner in QML where 4 round re3cts would spin in a different way around eacother.
my way of thinking is Timer -> trigger function and then calculate Sine and cosine functions to handle the rotation.
but it did not perform.
i ended up with 4 rectangles with rounded sub rectangles wich rotates etc.
so my point is that i am having difficulties in translating from an certain way of doing things into another way of doing things, solving the problem
of animating the right way in Felgo.
maybe i am not the only one who is facing this.
I don’t have a solution at the moment, but i try to figure this out.
just a word.