OGRE GPL'ed 3D Engine 262
Steve Streeting writes "Version 0.99b of OGRE (Object-oriented Graphics Rendering Engine) has been released! OGRE is a well designed, flexible and easy to use 3D engine released under the GNU Public License. This version adds highly customisable, scriptable particle systems, generic billboard support, compatibility with VC.Net, performance improvements and various bug fixes."
Looks nice, but.... (Score:5, Informative)
Re:Looks nice, but.... (Score:2, Interesting)
Open-Source "Artists" (Score:1)
Some might say some open-source games [dmoz.org] to be fairly pretty already. Admittedly, there aren't many open-source 3-D games out there, but the more people can use a 3-D engine the better they get -- like pretty much anything -- so we have only good things to look forward to.
Well, we also have bad things to look forward to until then, but we've always had to deal with this anyway.
Re:Looks nice, but.... (Score:4, Insightful)
I would actually argue that many, perhaps most, great game designs originated in open source or the public domain. Those designs were then picked up by commercial gaming companies, branded, trademarked, and augmented with lots of graphics.
Re:Looks nice, but.... (Score:2)
So in other words, bad graphics kill the game? Congratulations, you just contradicted yourself. Maybe you should change your opinion to "if you can't do it well, don't do it", which also applies to posting on slashdot.
Re:Looks nice, but.... (Score:2)
No, I'm saying that any graphics can make a game less interesting because it removes an element of the imagination (I was comparing it to nethack, in which some scary monsters look like "V", "c", "&", and "h"). What is scary or interesting or beautiful to even the most skilled artist may just not be so for you or me. Symbolic representations let me use my imagination.
That isn't to say that good graphics are automatically bad, I'm just saying that elaborate graphics are neither necessary nor sufficient for a good game.
Re:Looks nice, but.... (Score:2)
Re:Looks nice, but.... (Score:2)
Re:Looks nice, but.... (Score:3, Insightful)
Re: Looks nice, but.... (Score:2)
> You don't need artists to make a "playable and interesting game", you need smart game designers. Nice visuals is icing on the cake. Sadly, many game design companies these days make the same mistake: they assume that great graphics makes for great game play. In some cases, I think graphics actually detracts from game play; for example, I like Nethack a lot better than the graphics-based equivalents--the monsters I can imagine in my head are a lot more interesting than the cheesy commercial graphics that kills the imagination.
I play Angband [angband.org] with the graphical display, but otherwise I agree with the gist of your post. I used to keep a Windows partition for the sole purpose of booting up to play a game now and then, but in the mid-late 90's I bought several games in a row that had first-rate graphics and fourth-rate play, and I simply lost interest in commercial games. (Actually, even more recently I bought Lokisoft's CivIII for Linux, and found that the trend has continued: the graphics are dazzling, but the game is boring as hell. I find myself playing crappy-graphics Freeciv instead.)
Like so much else in IT (and as some of the other replies to your post seem to tacitly admit), marketing has taken the driver's seat in commercial game design, and products have suffered for it.
Re:Looks nice, but.... (Score:2)
I think you undervalue the role of artists in the creation of a successful game. At the heart of every great game is *great game design*, and if a game is lacking that, no amount of pretty graphics/sound/fluff/etc is going to make it fun. This much, I think, is incontrovertible, and I agree with you on this. I also agree that in some cases, graphics actually detract from the fun! It's entirely possible to have an excellent game without great audiovisuals... look at Angband, Nethack, Robotron (my all-time fave twitch game), Asteroids, the classic coin-ops, etc.
But for many types of games, where character, atmosphere, and story play a more prominent role, I think artists ARE indispensible. Take a game like Metal Gear Solid, Tie Fighter, Chrono Trigger, Final Fantasy Tactics, Final Fantasy 6, or Soul Calibur. They have great game design at heart, but I don't think they'd be nearly as enjoyable without the art that went into them as well.
Or, if you want another angle, look at the classic Infocom text adventures. In a sense, he interesting writing, locations, characters, and stories were fluff or "icing", as you put it. The actual "game design" of an Infocom game was a series of puzzles that often made no sense at all, at least to me.
Re:Looks nice, but.... (Score:2)
I was talking about what I consider "good" games, not "commercially successful" ones. Civ and Myst are commercially successful, but I don't think they are very good ones.
But for many types of games, where character, atmosphere, and story play a more prominent role, I think artists ARE indispensible.
Well, I didn't claim that no game ever benefits from graphics, I merely stated that I think that many excellent games can be written with no or minimal graphics. And those are the games that open source developers might concentrate on if they can't find open source artists.
Re:Looks nice, but.... (Score:2)
And, as with all things open source, if someone WANTS to make it, they will - hence the existence of (several) open source 3d engines. Also an annoyingly huge amount of cookie-cutter crap angband mods. Open source is not immune to people making crappy fluff.
Re:Looks nice, but.... (Score:2)
You and about the rest of the 0.0001% of gamers that feel this way. Not suggesting you should follow the herd, but this argument has gotten really tired. Most avid nethack fans play the game with sepia-tinted glasses of nostalgia, and frankly that's not a great way to approach something new.
I would actually argue that many, perhaps most, great game designs originated in open source or the public domain. Those designs were then picked up by commercial gaming companies, branded, trademarked, and augmented with lots of graphics.
Your point would itself be augmented with lots of examples.
Re:Looks nice, but.... (Score:2)
Re:UT shoot; duck; strafe; (Score:2)
Yes, there are some games like that. But if we couldn't get the open source artists, there would still be a huge world of excellent games to be written.
Given how many free levels and total conversions there are for commercial games, I don't think this is even a problem, however.
Does CLI based UT sound all that appealing though?
No, but you could probably get UT-like gameplay with very simple graphics. And if you put out a UT-like engine and give users the hooks to add complex environments and landscapes, they will do it.
artists need tools. (Score:2, Interesting)
Which is why the real beauty behind games like Unreal, Quake , etc... are in the people who write the tools for the artists. Without good easy to use tools, it doesn't matter how good your engine is.
What about the existing mod community? (Score:2)
Of course, many of these mod makers haven't embraced open-source development, keeping their work to themselves mostly in pipe-dream hopes of repeating the success of CounterStrike as much as preventing other mod teams from ripping them off.
Steve Jackson's Ogre (Score:2, Interesting)
Re:Steve Jackson's Ogre (Score:2)
UGU's outdated software archive [ugu.com]. Here it is. I had to go through a lot of trouble to get it to compile and run correctly on my machine, but it does work. This is a good example of why you shoudln't call low level operating system calls.
Windows only? (Score:1)
Re:Windows only? (Score:1)
Re:Windows only? (Score:2, Funny)
Re:Windows only? (Score:1)
Re:Windows only? (Score:3, Informative)
Temas joined the project in April 2002 and has been working hard on Linux porting and also generally on ANSI C++ compliance. He comes from a background of open-source development, and is currently a lead contributor to the Jabber open-source server as well as working on OGRE.
Linux port will probably be here shortly, I think.
Re:Windows only? (Score:2)
As opposed to... (Score:5, Funny)
I hope this doesn't compete with my badly designed, rigid and difficult to use 3D engine I have been working on.
Re:As opposed to... (Score:2)
Re:As opposed to... (Score:2)
No, those already have tons of inertia behind them... *bash bash bash*
Re:As opposed to... (Score:2)
Comparison to Crystal Space? (Score:3, Informative)
I do know that some game engine courses at my uni use Crystal Space as the engine of choice. (But I haven't taken that course yet.) Seems like lot's of fun in any case.
Re:Comparison to Crystal Space? (Score:5, Informative)
Re:Comparison to Crystal Space? (Score:3, Interesting)
But take a look at http://www.planeshift.it
This is a free MMORPG (Open Source) made using Crystal Space and CEL (Game entity layer on top of CS). They have VERY good artists and they recently released a tech demo.
Greetings,
Universal 3D Acceleration (Score:2)
---
``The nice thing about standards is that there are so many of them to choose from.''
-- Taken from http://www.talula.demon.co.uk/freebe/
Re:Universal 3D Acceleration (Score:3, Interesting)
A nice man call John Carmack would probably disagree with you there.
Dave
Re:Universal 3D Acceleration (Score:4, Offtopic)
Re:Universal 3D Acceleration (Score:5, Informative)
Unfortunately, Utah-GLX was crappy and crashed a lot. Well, it did on my machine. I got a MGA G400 on the strength that their HW specs had been opened and a driver was being developed. Oh well, it's not like many other choices are well supported on Linux today. (I'm not too bitter now, tho, as Xfree 4's DRI version seems to work good)
I'd imagine so, OpenGL is pretty big. Of course, Brian Paul has already done the complete software implementation with Mesa (I guess everyone knows that nowadays, right?) but I doubt that any commonly available PC graphics cards support a full OpenGL state machine. It has too many features that are of little interest to the average games programmer for most companies to care that much to do it properly.Well, IMHO, y'know.
Re:Universal 3D Acceleration (Score:2)
Even the geniuses at iD didn't get software OpenGL-class software renderers. It would have been too slow.
Re:So you're saying John Carmack is the norm? (Score:2)
Kinda guessing, though, it's not like I was some kind of insider.
Pardon me, but what is your problem? (Score:2)
In the real world, the great majority of installed cards have accelerated OpenGL working for them under Linux. Even all my laptops just came with graphics cards that give me accelerated OpenGL, and I wasn't even looking for that.
If you really have some very old or obscure graphics card that either lacks drivers or is software-only, you can buy a usable, supported card for under $50.
As for software implementations being inefficient, that depends on what you mean by "OpenGL". Today, you can implement OpenGL features in software that required high-end hardware a decade ago. Of course, if you want today's high-end OpenGL features, you do need today's high-end hardware.
Re:Pardon me, but what is your problem? (Score:1)
Re:Pardon me, but what is your problem? (Score:2)
Re:Pardon me, but what is your problem? (Score:2)
Re:Pardon me, but what is your problem? (Score:2)
If you remember, 2d cards weren't always VESA compliant. You used to have to configure every game for each individual card, and each game implememted its own drivers. But at some point people realized that there wasn't too much more that 2d cards could do, so they standardized them.
You'll have to wait awhile before 3d matures to that point.
Re:Pardon me, but what is your problem? (Score:2)
Well, it's the market that decides these things in America. If you want cards for which it is easy to write Linux support, you have to check the compatibility lists and buy the cards with Linux support. Every incompatible card you buy encourages manufacturers to build more incompatible cards. So, we might say, that you yourself are responsible for all that incompatible hardware out there. I know it sucks sometimes, but that's the way a market economy works, and it beats the alternatives.
so, buy a new vid card (Score:2)
I just got a GF4, and let me tell you it absolutely smokes in Linux. It actually performs slightly better in Linux than windows, only too bad that there are few native Linux games. I run a couple games in winex too, but you lose some performance doing that, but the GF4 really helps, now I can run JK2 in 1024 with all details turned on and it runs great.
FWIW, games that run well in winex, usually run more stable than they do in windows, even win2k, but admittedly win2k is plenty stable enough for gaming.
I really hope OpenGL 2 will attract developers away from D3D, that sure would be good for Linux in the future.
Re:Universal 3D Acceleration (Score:2)
C. Or C++. Blows Java out of the water in terms of both being portable (universal), and performance.
Java's good if you're in school though.
Dave
Love the name! (Score:1)
The docs make 3D graphics sound easy (Score:2)
Setup a scene, add some objects, add a camera object and point it round with a few simple methods!
Re:The docs make 3D graphics sound easy (Score:1)
Re:The docs make 3D graphics sound easy (Score:3, Interesting)
Also, moving from a single "cube" (your standard first object, IMO) to multiple cubes, to world representation with cameras, light sources, etc - gets tough, especially in regards to speed (ie, object culling based on view, etc). Most of the time, you have to learn funky methods of object culling (bsp trees, quad trees, etc) that are almost an art/science in themselves, that to get the required speed...
Let's just say I learned a long time ago that when it comes to 3D graphics I knew I would never become the next "Carmack" and that those that can do this stuff, and provide us engines that bring the coding and knowledge down to a more managable level for us more average 3D coders - these guys are worth their weight in gold.
Not that I don't enjoy reading and trying to learn about the latest in 3D coding - but I know that such coding isn't something I excel in, and probably never will (my best project: before I got into Linux I used to do a lot of personal coding in VB - I managed to code a custom perspective correct texture mapping 3D engine in pure VB, later added a custom Visual C DLL that did raster rendering to speed the thing up - I wanted to do the actual poly rendering in the VC DLL, never got around to it - at that point, DirectX still couldn't be accessed easily in VB, so the whole thing was a complete rendering engine - learned a lot, though)...
Now I can build her. (Score:1)
Re:Now I can build her. (Score:2)
Re:Now I can build her. (Score:2)
Re-Inventing the wheel..again ! (Score:2, Insightful)
Good to see people are still trying to re-invent the wheel again
there are over 600 3d engines [tu-berlin.de] out there in various stages of completion, yet none of them are " really good(TM) "
3d engines have been done to death
so why can't developers focus and colaborate on making 1 really good engine and make it "perfect" instead of fragmenting into their own little GPL projects that are nothing more IMO than a waste of time ?.
I guess time is what programmers waste best
Re:Re-Inventing the wheel..again ! (Score:5, Insightful)
Uh, you did notice the part saying "last modified on 23.6.2000", didn't you? Two years is a long time; Crystal Space [sourceforge.net] and others have come a very long time since then.
3d engines have become a much larger project since two years ago, what with people wanting platform independence, 3d acceleration, and lots of other technically demanding features. The only 3d engines that are getting anywhere have lots of developers coordinating.
He says smugly, as he pushes the Submit button and millions (if not billions) of lines of code are executed for his message to be posted.
Re:Re-Inventing the wheel..again ! (Score:2)
I mean, why the hell do they do it by themselves. It's not like they are going to have the best one in the world with so many people competing against them.
Instead, everyone in the world should join ONE BIG stamp collecting group. Then they'd have the BEST collection of stamps in the WORLD!
Whoooo!!!
Oh, wait. What do you mean they do it for fun? They program because the like learning? Enjoy it? Not for the purpose of taking over the world or pleasing others?
Oh god. So confused.
Justin Dubs
Re:Re-Inventing the wheel..again ! (Score:2)
Programming is, to a good extent, a lot like art. There is a LOT of design work involved. There is no right or wrong, good or bad. Just opinion.
Can you imagine getting together 1000 world-class artists, asking them for a portrait, and then trying to get them to agree in what style to paint and what colors to use?
Good god no.
Everyone has there opinion on how things should be done. Some people agree to a good extent, or atleast to enough of an extent that they can work together happily. Hence Crystal Space and Linux. But, it's not always that pretty. A lot of people just have conflicting styles and shouldn't be allowed in the same room when discussing proramming.
Justin Dubs
Giant Bolo tanks? (Score:2)
Yes, yes, it's nice, but... (Score:2, Troll)
Re:Yes, yes, it's nice, but... (Score:5, Informative)
Re:Yes, yes, it's nice, but... (Score:2)
1. Crystal Space has not been active for a while
2. Crystal Space's internals are not as cleanly implemented as OGRE's imho.
There are a lot of 3d engines out there, however, both Crystal Space and OGRE are excellent ones.
Re:Yes, yes, it's nice, but... (Score:3, Informative)
Greetings,
Well done! (Score:2, Interesting)
Oh and with linux support, its being done Thomas 'temas' Muldowney of Jabber fame, so it won't be long.
Solves the wrong problem (Score:5, Interesting)
Ogre is a "high-level scene graph engine". This is a level above a standard 3D rendering API, like OpenGL, but a level below a general-purpose game engine. Unfortunately, while high level scene graph engines seem plausible, they're not very useful.
There are quite a few of these things. SGI Inventor was the first major one. Apple had one in Quicktime 3D. Direct-X has one, but Direct-X is mostly used as a low-level drawing API. One was announced for OpenGL (it was called Farenheit) when SGI and Microsoft lost interest, it didn't really bother anybody.
You need a low-level graphics API to abstract different types of hardware. That's the real job of OpenGL and Direct-X. You might want a full game engine if you're building a game, and you can get those from a number of vendors. But mid-level APIs just aren't all that useful. You have to do things their way, but they don't do enough of the job to justify the trouble.
Re:Solves the wrong problem (Score:3, Interesting)
ATM SGI are porting Performer to windows (too little, too late perhaps), and there are a number of Open Source projects stepping up to fight it (personal recommendation www.openscenegraph.org)
The world is a big place, and there are a lot of people doing serious work that can't use OpenGL - it's far too low level for application writing these days if you want to concentrate on your app itself, and cant use a game engine because they're too expensive/too limited (typically the first problem is that they are often designed for static scene only, even if they support minor modifications with a penalty)/dont work on big iron/stereo/whatever.
The notion that scenegraphs are useless is the dumbest thing I've seen here for a while, now is the begining of the scenegraph era.
Moderators, what are you smoking? (Score:4, Informative)
I'm glad you don't have a problem with calculating and drawing all visible polygons in a 50 000 poly-based world as quickly as possible. Some of us do.
Ogre is a "high-level scene graph engine". This is a level above a standard 3D rendering API, like OpenGL, but a level below a general-purpose game engine. Unfortunately, while high level scene graph engines seem plausible, they're not very useful.
I'm not sure what you mean by plausible - since Scene Graphs are not just theoretical: they work extremely well for their purpose. They are very useful, probably the fastest general purpose method for drawing large scenes available today.
There are quite a few of these things. SGI Inventor was the first major one. Apple had one in Quicktime 3D. Direct-X has one, but Direct-X is mostly used as a low-level drawing API. One was announced for OpenGL (it was called Farenheit) when SGI and Microsoft lost interest, it didn't really bother anybody.
Meanwhile in the year 2002, there are quite a few scene graphs available for many platforms. One of the best is Open Scene Graph [openscenegraph.org], an LGPLed library which is used for games, demos and high-end visualisation systems. Not to mention Ogre itself which looks very sweet indeed.
You need a low-level graphics API to abstract different types of hardware. That's the real job of OpenGL and Direct-X.
Direct-3D I think you mean.
You might want a full game engine if you're building a game, and you can get those from a number of vendors.
You might also want to consider what 95% of game writers do and that is to select the best tools for the job and assemble them yourself. Graphics and rendering tends to be 10% of the typical code base for a commercial game - the bulk is AI, gameplay logic, resource management, menus, and supporting tools.
But mid-level APIs just aren't all that useful. You have to do things their way, but they don't do enough of the job to justify the trouble.
I suppose if you're looking for a game engine which does everything for you while wiping your nose and holding your hand, then a mid-level API won't be very useful. For a game writer looking to solve the one big problem of overdraw, a mid level API like Ogre or OSG is an excellent solution. Plug it in and it does the clipping, culling and drawing work for you. I know from personal experience that OSG is superb at this job - adapting equally well to visualisation [vterrain.org], flight simulation [homeip.net] and terrain rendering [terrainengine.com]. Ogre's screenshots tell a similar story. Want a Quake 3 level? Load it and Ogre adds it to the graph and takes care of the rest.
Re:Moderators, what are you smoking? (Score:2)
Direct-3D I think you mean.
Direct-3D immediate mode at that....
Re:Solves the wrong problem (Score:2)
There are quite a few of these things. SGI Inventor was the first major one. Apple had one in Quicktime 3D. Direct-X has one, but Direct-X is mostly used as a low-level drawing API. One was announced for OpenGL (it was called Farenheit) when SGI and Microsoft lost interest, it didn't really bother anybody.
You forgot Java 3D. (R.i.P)
Re:Solves the wrong problem (Score:2)
Watchoo talkin' 'bout Wills?
http://www.javagaming.org [javagaming.org]
Re:Solves the wrong problem (Score:2)
Yet another engine ruined by the GPL... (Score:4, Insightful)
They are all GPL. While I will be the first person to admit that Free Software has its merits, it simply does not work for game software. Releasing a core component of a game under the GPL means that only GPL games can be made with it "That's great!" you may be saying. The only problem is that games are not just programming. They are programming, music, art, and level design. Musicians, artists, and level designers (even hobbyist ones) are used to making money for what they do. But since the core engine of the game is GPL, no money can be made on the game.
(Aside: And don't give me that line about how it's perfectly legal to sell Free Software. Sure, it's legal, but that doesn't mean it works. It's like another poster in another thread said: "Sure, I't's LEGAL for me to try to sell my used car for retail price, but it doesn't mean I'll be able to." Aside over.)
And you guys wonder why FreeCraft and FreeCiv have such lousy art. It's because there's no Free Art Foundation going around saying, "You should give your art away! It's immoral to charge for art!" Same thing for musicians. Same thing for level designers. Hell, same thing for just about any skilled work that combines technical expertise with creativity EXCEPT FOR PROGRAMMING.
The GPL doesn't work for gaming. Please, I'm begging you, stop releasing game libraries under the GPL. Release them under the LGPL or the BSD license. If you do, it means professionals can use and maintain them, benefiting and giving somthing back to the community. And we can all stop having to start from scratch (or use crappy middleware like NetImmerse) whenever we want to make a game.
Re:Yet another engine ruined by the GPL... (Score:2)
Completely wrong. (Score:5, Insightful)
This is completely and totally wrong. (Or it's an artfully constructed troll; can't tell which.)
You are only required by the GPL to release any changes you make to the engine itself. If you take the Q2 engine and make a game with your own models, textures, levels and game logic, you are not required to give away the models, textures, levels and game code.
Remember, the engine and game logic are seperate codebases: Id Software releases the game logic seperately from the engine code, and usually years before, so that mod authors can play with it. And of course, the GPL does not "infect" anything but code: your textures, skins, models and levels remain your own no matter what.
If you really need to make changes to the rendering engine itself (highly unlikely for a hobbyist game programmer) without giving away your code, consider looking at the Torque Engine [garagegames.com], which you can license for $100 and a revenue-sharing agreement with GarageGames.
Re:Completely wrong. (Score:4, Informative)
I'll probably get modded way down for this, but hell, my karma is only 14 anyway.. I generally agree with the idea of the FSF, just not all of the means. The idea that "By releasing libraries that are limited to free software only, we can help each other's free software packages outdo the proprietary alternatives. The whole free software movement will have more popularity, because free software as a whole will stack up better against the competition." [http://www.gnu.org/philosophy/why-not-lgpl.html] is a good one, but I think it partly fails in that there will always be commerical software, or ever shareware. The GPL is basically incompatible with the idea of making money off of personal work. True, maybe programmer's should just program for the fun of it, for the joy of it, for the intellectual curiosity of it, yadda, yadda, yadda. But some also want (and need) to do it to eat.
Requireing all GPL software to be released in source form basically nullifies the idea of making any kind of income off of software, unless either (1) your clients are very generous, or (2) the software is very good. Hell, it might be that the better the software is, the fewer people will pay for it (but the people who do pay may pay more, I don't know if that would balance - has anyone done any economic/psycholofical studies of payment and the GPL?) That statement in favor of the GPL over the LGPL also presupposes that there is a large base of easy to use, compelling free software out there already. As I see it, there isn't. Oh, there is if you want to go that way phiposophically, but not otherwise. To make a very bad real-world analogy: the combustion engine I don't believe that the internal combusion engine would have achieved the dominence it did if it were GPL'd immidiately after being invented. (bad analogy for one becasue the ICM is a physical product). Oh, it would have, someone else would have just "reinvented" it. The GPL offers a "freedom" of sorts with respect to knowledge, but it also places very severe restrictions on anyone trying to make a guaranteed income-stream of of something (the counter-argument, of course, is that the software will be pirated anyway if it's any good). The restrictions of the GPL are stict enough, that I believe it will drive away perhaps as many people as it attracts.
One might say, well, you could always ask the person to dual-license, but (1) the author may be unwilling to do that, not becasue it doesn't make sense (economically or in a real-world sense) but on philosophical grounds alone, and (2) it's not clear how this works if the original work is itself a derived work from other GPL code. The FSF has gathered an enourmous amount of steam in the computing community ("psychohistorical inertia" as Prof. Seldon might put it
To the end of his objection the lack of good documentation of GPL software that he sees, he has drafted a license that seeks to address this, the Kallisys Reflexive License [kallisys.org] which requires that all modifications have documentation of source code changes, but does not require source code to be released. It is incompatible with the GPL, becasue the GPL requires strictures on the code beyond the KRL. This is the GPL's "freedom". (of course, the same could be said of communism, and some have described the FSF as neo-communist)
One very interesting thing I note about the GPL is this: in section 3b, it states: [distirbute in executable code if you] Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy [...] This seems backward to me. The idea whould be that you can charge money for it (or "force people to pay" if you prefer) for a specified period of time, after which it must become open-source. This would prevent abandon-ware. If this sane alternative had been adopted by the major computer companies back in the seventies and eighties, Paul wouldn't have had to work for a year on his driver, becasue the Newton source would be out by now!
I agree with the FSF's intentions, and their opposition to software patents, DRM, etc, etc. But in my mind, it goes to far. Freedom should also be about choice. People should not be forced into releasing source, and large corporations are not going to be in the near future (as one other Slashdotter said, "the GPL gives Apple layers hives"). As a way to prevent abandonware like the Newton, Quickdraw 3D (now basically, but not completely, a moot point), OpenDoc, etc, etc (I'm sure that companies other than Apple also have some very interesting stuff buried in their vaults, never again to see the light of day..)
Putting together a "compromise" organization like this would not be easy - witness now Rosetta - the printing recognizer for the Newton - will finally see the light of day in MacOS X "Jaguar" as InkWell. If my idea of a standard "abandonware clause" had been adopted with a three year limit, this would be impossible, and Apple would be in the same trap I accuse the GPL of foisting on programmers. I think the FSF has taken the easy way out, opting for an extremem communist-style "solution". But real-life, and the real-world (even the ones we create ourselves) are messy, and not ammenable to easy but extreme solutions, like pure social communism (Soviet Union), or pure social capitalism (the US in many ways), or, I fear, the FSF.
Re:Completely wrong. (Score:3, Informative)
Furthermore, the copyright holders can relicense under something other than GPL so you can still play your idea-ownership games if you must.
Utterly Wrong Yet Again (Score:2)
This clearly refers to the source code, not add-on graphics, etc. Dynamic libraries are not "getting around" the GPL, the GPL is specifically designed to limit itself to the project(s) in question and its derivatives, not every usage of the project that doesn't directly incorporate its source code.
Furthermore, your artistic work is no more a part of the GPLed code that a word document you write with Open Office is a part of that GPLed project (and thus GPLed itself). You are propogating a Microsoft myth that has been debunked by numerous third parties, and by the Free Software Foundation itself.
If you were writing a game based on a GPLed game, then yes, your game would have to be GPLed. If, however, you are writing a game that uses a GPLed library (like Ogre or Crystal Space) the GPL does not extend beyond the boundries of the GPLed library unless you statically link it to your code, and then distribute that statically linked binary (something no one in their right mind would do in this day and age regardless of the GPL).
The GPL foists no trap upon developers, it protects the freedom of their projects from poachers like Microsoft, and it in no way coerces your project external to it into using the GPL, your protestations and denials notwithstanding.
Re:Utterly Wrong Yet Again (Score:2)
I stand corrected. Nevertheless, my main point stands. The artistic work (sets, characters, etc.) for a game are not part of the GPLed code, regardless, any more than an xvid video is a part of mplayer, or a png file a part of the GIMP.
So, while a game engine based upon OGRE or Crystal Sphere would have to be GPLed, the game itself (i.e. what is analogous to a WAD file) is not required to be GPLed, any more than Applixware is required to be GPLed simply because it runs under (the GPLed) GNU/Linux operating system.
You are BOTH wrong! (Score:4, Informative)
The second poster is somewhat wrong in his interpretation of the GPL. You do have to release your entire codebase under the GPL, but not the textures, models etc.
The GPL works on a program-wide level while the LGPL works more like the above poster described (but not entirely, you are for example required to keep the LGPL:ed codebase in a DLL, which shouldn't cause the developer any bigger troubles but gives the user the benefit of being able to modify or replace the LGPL:ed part of the program), so I guess he mixed them up a bit.
Re:Completely wrong. (Score:2)
You are thinking of the LGPL. Anything that touches the GPL becomes GPL'd. e.g. using the header files, or linking.
I'm pretty sure that the art wouldn't get covered though, it should be pretty simple to give away the game and charge for the art, music, voiceovers, maps, writing
You are way the hell off-base calling the poster a troll.
Re:Yet another engine ruined by the GPL... (Score:4, Insightful)
Why would they want you making money using their 3D engine? I don't believe the LGPL or BSD license gives them any right to seek their share of the profits from your game sales. If you want to make a saleable game then license a closed source engine. That's what everyone else does *cough* Unreal Engine *cough*.
I always get a big laugh out of people who complain that they can't make money if they use GPLed code. That's the whole point, you aren't supposed to make money that way. If the authors of the GPLed code wanted it to be used by others for the purposes of making a profit they would SELL the code to you.
Re:Yet another engine ruined by the GPL... (Score:3, Informative)
> I can't use any of the currently existing 3D engines
Did you consider looking at an LGPL licensed engine? LGPL allows your program to link with such an engine without requiring your own source code to be GPL/LGPL or whatever.
Crystal Space is such an engine. I'm the project manager of that engine. Take a look at http://crystal.sf.net
As a bonus CS works on Linux, Windows, MacOS/X,
Greetings,
Re:Yet another engine ruined by the GPL... (Score:2)
Re:Yet another engine ruined by the GPL... (Score:2)
Greetings,
Re:Yet another engine ruined by the GPL... (Score:2)
a) do something to justify your existence - write your own engine licensed under your own terms and quit complaining;
or
b) use an existing GPL engine but have a different license for the original art packs (not linked into the binary, *duh*) if they're that worthwhile.
Re:Yet another engine ruined by the GPL... (Score:2)
Obviously you've never played Counterstrike. Back to your bridge, troll.
Re:Yet another engine ruined by the GPL... (Score:2)
Bully for them. They are great guys who made a great game, and they got compensated for it in the end.. But saying that the entire game software industry can/should work the same way is absurd. Game software is (with a few noted exceptions) commercial software, and we all know that commercial software and the GPL mix about as well as oil and water.
Re:Yet another engine ruined by the GPL... (Score:2)
Re:Yet another engine ruined by the GPL... (Score:2)
Wave a sufficiently large wad of cash under his nose, and I think you'd be surprised at how quickly the future arrives.
And another free game engine, Linux-ready (Score:2, Interesting)
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Object oriented? (Score:2)
Re:finally something to beat MS? (Score:1)
Seeing as though the GPL types are typically quite left-brained... I am wondering how well this thing will be utilizied.
Re:finally something to beat MS? (Score:1)
When combined with a lot of other libraries, possibly, but DirectX has many functions beyond just 3d rendering. OGRE seems to compete with Direct3D, not with DirectX as a whole.
Re:finally something to beat MS? (Score:1)
It can use a veriety of different other libraries as well.
Re:finally something to beat MS? (Score:2)
Re:Licensing annoyances (Score:2)
Request, not requirement (Score:2)
Re:Requesting splash-screen under the GPL? (Score:2)
Just a request and LGPL has its drawbacks too. (Score:2)
Using the LGPL would mean that also commercial game developers could use the engine royalty-free, which is a good thing in some cases and less good in other. Using dual licenses means that the author can milk any commercial projects for some money that could be put back into development, while free software developers can use the fruits of that for free.
Dual licenses can really be a big win for program infrastructure projects like this and I'm kind of surprised not more developers are using it. Commercial users pay for the product with real money that keeps the company alive, while the free software community contribute bugreports, improvements and some free work labor in return for free use, not to mention the free advocating, exposure and wider acceptance.
1-1 (Score:2)