Domain: sourceforge.net
Stories and comments across the archive that link to sourceforge.net.
Comments · 31,462
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Re:Is anyone running Alice chatbot in IRC?
You'd have to do some hacking to get my source set up. There was some change in gcc with file I/O that makes it hard to compile. Plus a few other various bugs.
However, it looks like a couple of years after I gave the project up someone else took over it. Hippie may point you in the right direction.
By the way, "Hippie" was the name of the bot, the name of the code was always c-alice and while I was working on it we always refered to it as such. "Hippie" very nearly identical to Alice as it used the same AIML set. I never really did create any AIML, rather I spent my time trying to clean up the (then) partially broken XML. -
Re:who regulates the online casinos?
Whois to make sure that these online casinos don't have 'lucky' dealers that always seem to hit the blackjacks?
The current situation is that players just have to trust the casino, or the auditors the casino claims to have do regular audits of them.There is a better way. Project Fairdice has produced a free open source implementation of a cryptographic protocol that let's players verify that a game has not been rigged.
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Re:Dual Monitor in Yoper
It is a bug with xine.
Not possible to select display aspect ratio
smeat! -
Re:Interesting
"Still no GPG encryption on IM clients (well, other than gabber)."
Actually Gaim has an encryption plugin: http://gaim-encryption.sourceforge.net/
It's certainly not as good as having it built into the official AIM client, but gaim is certainly a popular client in use these days, especially with its Windows port. Tabs and spellchecking have won over a few of my Windows-using co-workers.
Cheers -
Re:What about dhcp?
There is not yet an equivalent mechanism for "stateful autoconfiguration," which is more what DHCP is, where you can automatically assign an arbitrary address to a client. You can of course statically configure an interface to have a specific address, but there is no automated mechanism to always assign a particular autoconfigured client a particular address you designate. There are proposed standards for an IPv6 version of DHCP, however, and I expect eventually such a beast will eventually come around.
Oh yes there is...http://www.dhcpv6.org/
Implementation:http://dhcpv6.sourceforge.net/
And yeah, I tried this out like one year ago, works OK. Besides the sourceforge project, HP-UX also supports DHCPv6 and comes with a server.
DHCPv6 is not necessarily used for address allocation (altough it can be used for that, too) since the stateless config exists, but you'll get info on name servers, ntp servers etc that way. So no leases necessary in here, either. -
Re:Is anyone running Alice chatbot in IRC?
Sarahbot, a Scheme bot written in SISC, interfaces with an ALICE bot (Anna actually) for AI. She hangs out in #scheme, #ant-wars, and #sisc on irc.freenode.net, and acts as a general infobot as well as a clever diversion.
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Is anyone running Alice chatbot in IRC?
I am trying to set one up with J-Alice, but I cannot connect her to the private IRC servers I want her to be in. You can see my forum thread in here.
Currently, I use SeeBorg, but the bot is pretty dumb! My friends and I named him Homer from The Simpsons. -
Re:FunnyYou don't have to trust the house not to fix the host software.
Find somewhere that uses the cryptographic software from the open source Project Fairdice to produce validatedly fair card shuffles.
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Re:Links is modern
my personal favorite text-mode browser, w3m supports graphics and tabs. No javascript or dhtml support though, but it does handle frames and tables nicely.
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Re:File Share as an Adversting Channel
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Honest, decent? The RIAA??
Actually, most people do *NOT* have a problem ripping off someone who is honest and decent
... organizations like the RIAA fit into this category quite nicely so people have no problem with piracy.What part of price fixing and suing children makes the RIAA either honest or decent? As a result of their honest, decent behavior I have personally decided to *never* give them another dime. I get music free, legally or I buy from non-RIAA bands. I actually spend a lot more on music now than I ever did before the file-sharing lawsuits, but obviously, they will not be benefiting from it
:-) -
Re:The most activeThat project is called gaim-vv. It's experimental voice and video extensions for gaim. These are the relevant site and project page.
Development has been temporarily stopped pending some work on gstreamer. The primary developer of gaim-vv is one of the gaim developers and hopes that when he feels it's ready gaim-vv will be merged back into gaim.
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Re:The most activeThat project is called gaim-vv. It's experimental voice and video extensions for gaim. These are the relevant site and project page.
Development has been temporarily stopped pending some work on gstreamer. The primary developer of gaim-vv is one of the gaim developers and hopes that when he feels it's ready gaim-vv will be merged back into gaim.
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Re:Programming is a skillI completely agree. Operator overloading does not offer more occasions to write misleading code than the ability to write methods with misleading names. In both cases, you need discipline to match the name (or the operator) with the semantics of the method. So in this case the drawbacks are almost non-existent, while the benefits are significant. The situation is less clear about invisible "magic" operations like copy constructors in C++.
Indeed, a language cannot prevent this kind of confusion, since "You cannot go from the informal to the formal by formal means", and the name of a method belongs to the informal. It should try to make as much errors as possible detectable at compile time, like cast errors, dereferencing null references, writes to covariant arrays,
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Re:Programming is a skillI completely agree. Operator overloading does not offer more occasions to write misleading code than the ability to write methods with misleading names. In both cases, you need discipline to match the name (or the operator) with the semantics of the method. So in this case the drawbacks are almost non-existent, while the benefits are significant. The situation is less clear about invisible "magic" operations like copy constructors in C++.
Indeed, a language cannot prevent this kind of confusion, since "You cannot go from the informal to the formal by formal means", and the name of a method belongs to the informal. It should try to make as much errors as possible detectable at compile time, like cast errors, dereferencing null references, writes to covariant arrays,
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Re:Programming is a skillI completely agree. Operator overloading does not offer more occasions to write misleading code than the ability to write methods with misleading names. In both cases, you need discipline to match the name (or the operator) with the semantics of the method. So in this case the drawbacks are almost non-existent, while the benefits are significant. The situation is less clear about invisible "magic" operations like copy constructors in C++.
Indeed, a language cannot prevent this kind of confusion, since "You cannot go from the informal to the formal by formal means", and the name of a method belongs to the informal. It should try to make as much errors as possible detectable at compile time, like cast errors, dereferencing null references, writes to covariant arrays,
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Before you say ..
- .."why should I trust Wikipedia, it's written by random people"?
- .."there's been a successful experiment of inserting false information..."
- "the neutral point of view doesn't work"
- "it's just an encyclopedia
.."
Please read this:
Wikipedia has now hit another quantitative milestone (we reached 500,000 articles in the same year). It is now clear that volunteers can build a free, structured information resource which rivals all such proprietary resources. This is an accomplishment of immense importance, but it is not the end goal.
Article review
Wikipedia is not perfect yet. But from day one, we've been thinking about and tinkering with quality control mechanisms. The one which is currently in active use is the Featured Article Candidates nomination process as well as the Votes for deletion negative equivalent. There's also a peer review page which is in active use.
These are just trial balloons. They're not the end product, the peer review process which we need. There's a WikiProject Fact and Reference Check formed to explore a review system centered around individual factual statements in an article. I have also proposed such a system. There's also an article rating system that is currently in the CVS version of MediaWiki, our free wiki software.
We are all aware of the problem, and we all know that we have to fix this problem before Wikipedia can be a trusted authority. Doing this kind of systematic quality review will require the same level of dedication and effort as creating the encyclopedia in the first place. But we will do it, and not too far from now you will read "1000 reviewed articles", "10000 reviewed articles" announcements, and so on. And this review will be more in-depth than the review process of any traditional encyclopedia, because it will be done by thousands of volunteers from all political and religious persuasions.
There will always be an unstable edition of Wikipedia where you can go to read the latest information, with a big caveat lector sign on the front door. But we will also build a stable edition which we will distribute to the entire planet.
Neutrality
The Neutral Point of View is our guiding principle. However, that does not mean that it is the only way to write articles. Because Wikipedia's content is free, you can take it and start a fork that is written using a different methodology.
There's Wikinfo, which presents a "sympathetic point of view" on the main article, and critical views on separate pages. There's Disinfopedia and dKosopedia, which makes use of some of our content and develop it from a political/progressive perspective.
We will support dynamic cross-project transclusion of our content so that it will be easy to set up a project fork with a different policy. Wikipedia will always be the largest knowledge repository, but if you want the "truth" from a particular point of view, you will be able to consult a resource that is written by people who share that point of view. You can start such a fork right now if you want to - just download the database and get going.
It's more than an encyclopedia
The Wikimedia Foundation currently operates Wikip
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xml piping, using XMLStarlet
It's important that the input and output of these processes are structures (actually, objects, but I don't want to tickle anyone's prejudices about OOP).
Sounds like you need to look into XMLStarlet or one of the other XML-grokking command-line filter tools.Structured pipe data has been around for a while, and XML's a natural format for that. I certainly don't see a need to drop in a
.Net dependency where XML will do. (Note that I would welcome an XML output mode from ps, though ;)Also, re: piping binary data about: see netpbm, a graphics toolkit built around pipes.
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Re:It's not quite all that
Oops, I lied. xmlterm is a FOSS project on SourceForge, but I don't believe it was part of Plan 9.
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Re:Is it in M*ENCODER*And whilst a new codec with Unix support is nice, and encoding is nice, how may average listeners are going to download mplayer?
Unless they produce a DirectShow filter for Windows (like ffdshow does for DivX), they're excluding that rather large desktop market of listeners. Their research page says they have volunteers to code the filter, but until that arrives the codec is playing to a very small audidence. (A bit like the BBC digital channels <g>)
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Re:A few thoughtsOK, this is posting so late that I doubt anyone will read it, but...
Thin clients are nice, and I was a proponent back in 1990 or so, but my thinking has evolved: My vision now is a distributed file system based on freenet. Your data wouldn't necessisarily reside on your computer (although it could be cached locally, so you could work off-line, as with a laptop). Rather, your data would be broken up and the parts redundantly stored out on the network... somewhere. To your PC this network data store looks like one huge disk. Redundancy is key, as it allows any one machine to crash without losing anyone's data, essentially eliminating the need for backups. The security Freenet provides is also key, as it prevents one from examining other's files on one's PC. There's no longer a need for file servers. If you need more disk space, upgrade the PCs with the smallest drives. The data on those old drives is backed up elsewhere, so all you need do is swap out the drive and re-image the new one with your baseline install. With this scheme your IT costs will go down, guaranteed.
To the subject at hand: Take this a step further and have your PC boot off this network data store, as if it were an NFS server. You can now crash your PC and not lose a damn thing, right down to the volume setting, if you choose.
Try that with Windows!
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Links is modernVarious hacks of links support JS, graphics and *gasp* -- tabbed browsing.
Thus, IE 6 is not a "modern" browser.
In the same way The Strokes are not The Modern Lovers.
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Jython
You might want to try Jython and the Numerical Python for Jython.
I have not used either for a long time, but use plain Python and Numerical Python a lot; sure beats Matlab and Mathematica for most things. Right now for solving optimization problems with 10k+ s.t. constraints. -
Re:Linux solution...
Has anyone looked into Claim Antivirus yet?
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Ultima IV was disqualified, I guess
There's a surprising number of games listed on that site, but no Ultima IV, apparently because its first goal was to entertain and not enlighten/educate/etc.. However, a large number of players took to heart the system of virtues expounded in the game; even to this day I evaluate myself as "high in compassion" but "lacking in spirituality." Social impact? A lot of pimply-faced youths were at least exposed to the concept of virtue and its value to civilization.
(Incidentally, Ultima IV fans may wish to check out the remake projecet.) -
Re:How about wiki spam
Already baked: it's called Vipul's Razor.
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Re:Spell Check for /.
There is already a great one for Firefox called SpellBound
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Embedded video?
Quite a bit offtopic but maybe someone has had similar problems.
Does anyone know how to make firefox properly display inline video (embedded into HTML pages)?
I tried the mplayer plugin but it doesn't work for me. Videos just pop up in a new window, play for a few secs, then close and won't come back. -
Re:This is where being crap a games helps...
Torrent is no use as I'm behind NAT
I'm guessing that you don't have access to change these NAT settings ?
If you have got access you can port forward incoming connections (google turns up loads on this). If you use azureus then all incoming connections come in on a single port which can be useful.
Apologies if I'm being patronising
... that means talk down to you by the way ;) -
Re:Thats nothing compared to the future
That would be bug 231062. Currently stuck, and I assume help would be welcome. Looks like they want to use WiX for it but can't find people who would be able to write up the needed files.
(That link to mozilla isn't gonna work; drag it to the tab bar please.) -
Re:More downloads...
For those ignorant of sourceforge or just too lazy to search for the "open source version of Ghost called G4U" described by the above poster:
http://sourceforge.net/projects/g4u/
HTH -
I like the name: Irrlicht
The name is nice for a 3D project, translated to English it means will-o'-the-wisp, but it's all explained in the FAQ, including a wave file to explain the pronounciation (although featuring an Austrian accent).
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Re:Hm ...
They actually got a
.wav file with the right pronounciation in the FAQ. -
Re:How does this compare...
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Re:How does this compare...
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Re:game applicationsHeve you checked the license terms?
http://irrlicht.sourceforge.net/license.html
It's not GPL! Noone is going to create a game library under GPL, for obvious reasons. Even normal general-purpose libraries tend to be LGPL and less restrictive. A game library is a very special case: the developers are really interested in seeing a cool commercial game created with it.
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Other projects watch out
Brian Connolly has been involved in several FOSS projects. He has had several run ins with developers over his abrasive style. Google will find some classic examples of his style.
Connolly has a habit of offering to pay developers for custom code, then becoming quite unreasonable as the work progresses.
Be on the look out for literati if your project is on sf.net, this story suggests you are likely to burnt. http://sourceforge.net/users/literati/ -
Re:This guy must be a nerd...
Mr. Ladd, you have just become my official hero. I used to suppose that I was the only socially hermetic bastard who sat around with a compiler-driving keyboard in one hand and an icing-laden spoon in the other; now I know that I'm not alone in the universe.
In all seriousness, I appreciate your compiler comparisons. However, it would be helpful if you'd include a few apps that aren't oriented toward scientific computation, such as the CLucene search engine or the Python interpreter's pystone benchmark.
The problem with either of those (as I'm sure you're aware) is that I/O would enter the picture to a greater extent than it does in scientific computation, and I/O is a huge can of worms as far as benchmarking is concerned.
Have you considered including some non-scientific code in your benchmarks, though? There are many of us who write primarily integer and/or string-based code, and don't deal with floating point to any significant extent. I'd be interested to see whether Intel's compiler (or even Microsoft's) is able to pull any integer-centric tricks out of its hat, relative to GCC.
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Re:gcc!
troll much? http://icecream.sourceforge.net/ that the icecream your talking about? looks like a shoutcast client
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Another one??
There are quite a few 3d engines out there. The biggest I guess are Crystal Space 3D, Genesis3D, OGRE, Toque (Tribes2), Quake and Quake II. Of course there are others to fill certin niches like Yeti or ExoEngine and libraries like DevLib and G3D for those who want to write their own engine, but don't feel like they need to implement yet another file loader. I'm not sure why 0.7 of Irrlicht was worth mentioning on
/. as it is isn't clear what its roll is compared to those other engines.I was at Siggraph 2004 and attended a round table on "how will you (game developers) feed next generation games". The problem is going from a Playstation1 to Playstation2 many developers found games now took roughly 2 to 3x the man years to create. But profits didn't really go up that much to compensate. This has happened every console generation and will happen again with the up coming generation. PC games don't have clear generations, but the same concept applies.
The main ideas were to reuse content. For example if you're making a Matrix game, get the 3d models from the movie instead of making your own and start from there. Or if you're making a port try to reuse as much as possible. Future games will have a lot of computer generated stuff which is artist guided instead of artist created so that one artist creates a forest instead of creating a bunch of leafs on a single tree.
A big surprise to me was open source wasn't mentioned until somebody asked. A company like id will implement something cool like unified lighting for all objects first, but a year later everybody has their own implementation of it. Every year has something like this that gets the anual lens flare award; colour lighting, ground clutter, normal mapping, rag doll physics, etc. Yawn. Every company spends all this time re-implementing the exact same technology. All developers can read the same papers from Siggraph, Eurographics, or GDC and then discuss them on the same mailing lists so there is plenty of open sharing happening already. So I was surprised to hear none of the guys at the round table thought open source would really be useful to help save them money in the future other than for rather basic things like zlib, lua, etc.
It sure would be nice to see some engines reach commercial quality to used in some good games instead of getting more and more re-implementations of the foundation, which
/. apparently is finds interesting. Once it happens there will be a huge snow ball effect where it picks up a LOT of developer attention. Maybe in five years one of the existing engines will reach a level of maturity that it can start to be really used and then in another ten we'll see it catching on like GNU/Linux is now? -
Another one??
There are quite a few 3d engines out there. The biggest I guess are Crystal Space 3D, Genesis3D, OGRE, Toque (Tribes2), Quake and Quake II. Of course there are others to fill certin niches like Yeti or ExoEngine and libraries like DevLib and G3D for those who want to write their own engine, but don't feel like they need to implement yet another file loader. I'm not sure why 0.7 of Irrlicht was worth mentioning on
/. as it is isn't clear what its roll is compared to those other engines.I was at Siggraph 2004 and attended a round table on "how will you (game developers) feed next generation games". The problem is going from a Playstation1 to Playstation2 many developers found games now took roughly 2 to 3x the man years to create. But profits didn't really go up that much to compensate. This has happened every console generation and will happen again with the up coming generation. PC games don't have clear generations, but the same concept applies.
The main ideas were to reuse content. For example if you're making a Matrix game, get the 3d models from the movie instead of making your own and start from there. Or if you're making a port try to reuse as much as possible. Future games will have a lot of computer generated stuff which is artist guided instead of artist created so that one artist creates a forest instead of creating a bunch of leafs on a single tree.
A big surprise to me was open source wasn't mentioned until somebody asked. A company like id will implement something cool like unified lighting for all objects first, but a year later everybody has their own implementation of it. Every year has something like this that gets the anual lens flare award; colour lighting, ground clutter, normal mapping, rag doll physics, etc. Yawn. Every company spends all this time re-implementing the exact same technology. All developers can read the same papers from Siggraph, Eurographics, or GDC and then discuss them on the same mailing lists so there is plenty of open sharing happening already. So I was surprised to hear none of the guys at the round table thought open source would really be useful to help save them money in the future other than for rather basic things like zlib, lua, etc.
It sure would be nice to see some engines reach commercial quality to used in some good games instead of getting more and more re-implementations of the foundation, which
/. apparently is finds interesting. Once it happens there will be a huge snow ball effect where it picks up a LOT of developer attention. Maybe in five years one of the existing engines will reach a level of maturity that it can start to be really used and then in another ten we'll see it catching on like GNU/Linux is now? -
Another one??
There are quite a few 3d engines out there. The biggest I guess are Crystal Space 3D, Genesis3D, OGRE, Toque (Tribes2), Quake and Quake II. Of course there are others to fill certin niches like Yeti or ExoEngine and libraries like DevLib and G3D for those who want to write their own engine, but don't feel like they need to implement yet another file loader. I'm not sure why 0.7 of Irrlicht was worth mentioning on
/. as it is isn't clear what its roll is compared to those other engines.I was at Siggraph 2004 and attended a round table on "how will you (game developers) feed next generation games". The problem is going from a Playstation1 to Playstation2 many developers found games now took roughly 2 to 3x the man years to create. But profits didn't really go up that much to compensate. This has happened every console generation and will happen again with the up coming generation. PC games don't have clear generations, but the same concept applies.
The main ideas were to reuse content. For example if you're making a Matrix game, get the 3d models from the movie instead of making your own and start from there. Or if you're making a port try to reuse as much as possible. Future games will have a lot of computer generated stuff which is artist guided instead of artist created so that one artist creates a forest instead of creating a bunch of leafs on a single tree.
A big surprise to me was open source wasn't mentioned until somebody asked. A company like id will implement something cool like unified lighting for all objects first, but a year later everybody has their own implementation of it. Every year has something like this that gets the anual lens flare award; colour lighting, ground clutter, normal mapping, rag doll physics, etc. Yawn. Every company spends all this time re-implementing the exact same technology. All developers can read the same papers from Siggraph, Eurographics, or GDC and then discuss them on the same mailing lists so there is plenty of open sharing happening already. So I was surprised to hear none of the guys at the round table thought open source would really be useful to help save them money in the future other than for rather basic things like zlib, lua, etc.
It sure would be nice to see some engines reach commercial quality to used in some good games instead of getting more and more re-implementations of the foundation, which
/. apparently is finds interesting. Once it happens there will be a huge snow ball effect where it picks up a LOT of developer attention. Maybe in five years one of the existing engines will reach a level of maturity that it can start to be really used and then in another ten we'll see it catching on like GNU/Linux is now? -
Importance of Developer Community
I almost forgot... One of the best features of OGRE is its awesome developer forum. Ogre has one of the most mature, professional, and helpful developer communities around.
Even though I'm not involved in all the collaborative projects, it is a breath of fresh air to see intelligent people working together to produce awesome features, like paging scene managers, modular game frameworks (making use of OpenAL, FMod, ODE, etc), and CrazyEddie's GUI, which may end up being one of the best performant and most feature-filled GUIs for any 3D environment. (Note: CEGUI won't just be for Ogre.)
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Irrlicht Desktop?
"Powerful, customizeable and easy to use 2D GUI System with Buttons, Lists, Edit boxes, ..
2D drawing functions like alpha blending, color key based blitting, font drawing and mixing 3D with 2D graphics."
Irrlicht offers a GUI toolkit. How about a window manager, so we can finally have realtime 2D objects like documents, lists, pictures and component GUIs, in a 3D space (not just Z-buffered)? I'd love to be able to stack tabbed windows in bundles, and turn them on their side (rotating around the Y axis), using the spatial operations I use in my physical office to organize my virtual desktop. -
Re:How does this compare...
Crystal Space is well designed, it just takes some getting used to. It's extremely OO. It's bloated somewhat. You need to have it handle all your variables for you etc.
However it's extremely powerful, and kicks the ass out of this engine from my impression. The existing renderer isn't too good, probably about the standards of this one, but their new renderer is capable of cel shading and bump mapping to make Doom 3 envious. And as the poster pointed out it's behind a relatively big-name OSS game. Although I must admit I haven't seen many other examples of its use.
If you are planning on using CS for development, consider CEL, the Crystal Entity Layer. Like CS itself it's in production and nowhere near finished, but handles entities for you (including physics and AI). Something to look out for.
CS's version number at the moment is 0.98r004 - this is normal. They keep increasing it in tiny amounts because, unlike GAIM, they are scared of reaching 1.0 :) -
Re:How does this compare...
Crystal Space is well designed, it just takes some getting used to. It's extremely OO. It's bloated somewhat. You need to have it handle all your variables for you etc.
However it's extremely powerful, and kicks the ass out of this engine from my impression. The existing renderer isn't too good, probably about the standards of this one, but their new renderer is capable of cel shading and bump mapping to make Doom 3 envious. And as the poster pointed out it's behind a relatively big-name OSS game. Although I must admit I haven't seen many other examples of its use.
If you are planning on using CS for development, consider CEL, the Crystal Entity Layer. Like CS itself it's in production and nowhere near finished, but handles entities for you (including physics and AI). Something to look out for.
CS's version number at the moment is 0.98r004 - this is normal. They keep increasing it in tiny amounts because, unlike GAIM, they are scared of reaching 1.0 :) -
Karma whore?
Not really. There are already several open-source 3D engines like OGRE and Crystal Space 3D.
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Re:huh?
Ah, another one of "those" programs. I usually use StreamRipper and it works great, but I'd prefer a GUI, actually. For once, anyway.
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Re:Will It Last?
What makes me think the source code is available is the summary of the SDK download that you couldn't be bothered to read.