Each tutorial begins with the creation of a sample application, and then goes on to review functionality that is commonly found in an application within a particular market space. However, many of the features are interchangeable between application types, and it's quite likely that your application will need to include features covered in many of the tutorials.
The tutorials steps use C++/MFC code examples, but the GUI and platform independent HOOPS/3dAF concepts are encapsulated in relatively portable HOOPS/MVO classes. (These classes use the naming convention H[classtype].) This makes it easy to work through the tutorials using different GUIs and programming languages:
QT:
The tutorial source code directories contain C++/QT variants of the completed tutorials. You should find it fairly straightforward to start with QT Simple as the 'container', and then proceed with the tutorial steps. In review, the tutorial's GUI/platform-independent classes have the naming convention H[classtype], and do not need to be modified. The MFC-based classes have the naming convention C[classtype], most notably C[appname]View and C[appname]Model. These classes and their GUI code would need to be replaced with corresponding QT classes/GUI code along the way.
Java/Swing and Windows Forms (VB.Net/C#.Net)
Since the tutorials demonstrate GUI and platform independent concepts via the classes named H[classtype], it should be fairly straightforward to create Java or C# variants of those classes as you work through the steps, and use Java/Swing Simple or WinForms Simple as starting points for your tutorial's GUI.
Soccer - reviews 2D functionality commonly required for AEC, ECAD, and GIS applications. It includes sections on reordering/highlighting/hiding/deleting layers, panning/zooming the camera, 2D text, 2D geometry, and snapping to a grid.
Spheres - reviews 3D functionality common to a wide range of MCAD/CAM/CAE applications. It includes sections on 3D render modes, creating/highlighting/manipulating 3D geometry, using transparency, and 3D text.
Analysis - reviews basic functionality common to CAE/FEA postprocessing visualization. It includes sections on defining and applying a color ramp to a 'mesh', enabling color contouring and isoline rendering, creating/displaying a color legend-bar, and animating the color contour data.
Visualize - reviews large model visualization functionality typically required by applications that work with very large 3D models. It includes sections on creating Levels of Detail, enabling constant framerate logic, and hooking up logic that enables the user to walk through the model.