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Parsec To Be Released As Open Source

Mark Bainter writes "The Parsec creators have announced today that they are going to release the Parsec project source code early next month. From the site: 'The source release will include platform support for Win32, MacOS X, and Linux, and contain both OpenGL and Glide rendering code. It will include almost everything that has been part of the earlier LAN-Test releases, as well as our new client/server code that is already far along in development. However, it is our hope that this release will be picked up by the Parsec community for further development, supported by members of the original Parsec Project. This release will be the last official release of the original Parsec Project. It had been our intention to achieve a full-featured release including Internet game play in 2002. However, we were always doing this in our spare time, and since it is taking us too long to reach our original goal, we do not want to keep the Parsec community waiting any longer and have thus decided that it is time to change Parsec's development model to an open source approach.'"

41 of 219 comments (clear)

  1. woah! by jandrese · · Score: 3, Funny

    What's next? A Duke Nukem Forever release? I remember checking out this site back before I ever got the 3D acceleration working on FreeBSD. I'd always figured they were going the same route as Stars! Supernova Genesis. It's great to see that it's going to be Open Source as well. It'll be great to play something beyond the ancient LAN demo.

    --

    I read the internet for the articles.
    1. Re:woah! by CoolVibe · · Score: 4, Funny
      Speaking of DNF: That one should be open sourced too, if only to get rid of all the whining and old jokes about it.

      So, what about it, 3D Realms? Open the code, we'll finish the game for you ;)

      *ducks and runs away*

    2. Re:woah! by RichardX · · Score: 5, Funny

      "Speaking of DNF"

      Somewhat ironic.. I read that as "Did Not Finish" (as in failed to reach the end of a race).. then a moment later realised it's Duke Nukem Forever.

      Perhaps a little too convenient of a coincidence?

      --
      Curiosity was framed. Ignorance killed the cat.
  2. Glide? by ruiner13 · · Score: 4, Interesting

    Does anyone still use Voodoo cards? Do they work with win2k or XP?

    --

    today is spelling optional day.

  3. This isn't Parsec by 1984 · · Score: 5, Funny

    There I go, getting all excited that the classic TI99/4a sideways scrolling shoot-em up is going to made open source. So I'd have a chance to see the workings of one the games that perverted my early development. Alas it's some fancy-schmancy 3D number. New fangled nonsense...

    1. Re:This isn't Parsec by PsychoKiller · · Score: 5, Informative

      I think my parents still have mine in their basement. Ahh, those were the days, programming in basic and praying that the tape (a regular audio tape) recorded your information properly. I even had the speech synthesizer, and there was a mountain climber game that used it a lot, Alpine was the name I think, that was fun.

      You can get emulators here (there is even a Linux version):

      http://www.ricks-graphics.co.uk/area99/links.htm

    2. Re:This isn't Parsec by Mr.+Firewall · · Score: 2, Funny

      There I go, getting all excited that the classic TI99/4a sideways scrolling shoot-em up is going to made open source.

      Yeah, me too. The only reason I still have my old TI99/4A is so I can play that game! Got the voice module too, so I can hear the female robot voice telling me, "Alien craft advancing... nice shot, pilot!"

      Can you buy those anywhere? I looked on ebay a while ago, but came up empty.
      I want my parsec!

      Not from me! You can have my Parsec when you unwrap my cold, dead fingers from around it....

      --
      In times of universal deceit, telling the truth gets you modded -1 Troll
    3. Re:This isn't Parsec by 1984 · · Score: 2, Funny

      Nice. Just downloaded the emulator etc. from that link. Parsec on my 24" Sony monitor. Now I can waste my evenings exactly how I wasted them 20 years ago!

      Schweet!

  4. finally! by blaine · · Score: 5, Interesting

    I've been watching this project with anticipation for years, but it's always been "almost ready". That, and the guys running it had what seemed an unnatural fear of open source. Their argument against in in the past was basically "we don't want outside help, so no open source". As if opening the source meant they had to accept changes. It was very strange.

    So yeah. Yay! Maybe we'll see a finished game finally. It definately has the potential to be a kickass game.

    --

    -[Blaine]- "'Oh dear,' says God, 'I hadn't thought of that,' and promptly vanishes in a puff of logic."
    1. Re:finally! by CoolVibe · · Score: 4, Interesting
      They had no unnatural fear of open source. If they really feared open source, they wouldn't have made linux binaries available at all. If I remember correctly, they wanted to make a solid base for the game first, and later decide if they were going open source (for whatever reason).

      Clearly, they both haven't got the time to maintain it, and they don't want to see the project die. Open sourcing it is the natural choice to let it live forever.

      We should thank these guys, they gave us (the OSS community) a very cool and spiffy looking 3D space engine to muck with. I'll sure be mucking with it.

  5. Announcement by Anonymous Coward · · Score: 4, Informative

    Parsec Goes Open Source!

    January 28, 2003 -- We are currently preparing the entire code base of Parsec for a full source release in early May 2003, which will mark a major change in the structure of the Parsec Project.
    The source release will include platform support for Win32, MacOS X, and Linux, and contain both OpenGL and Glide rendering code. It will include almost everything that has been part of the earlier LAN-Test releases, as well as our new client/server code that is already far along in development. However, it is our hope that this release will be picked up by the Parsec community for further development, supported by members of the original Parsec Project.

    This release will be the last official release of the original Parsec Project. It had been our intention to achieve a full-featured release including Internet game play in 2002. However, we were always doing this in our spare time, and since it is taking us too long to reach our original goal, we do not want to keep the Parsec community waiting any longer and have thus decided that it is time to change Parsec's development model to an open source approach.

    We intend the official Parsec webpage to become the central hub for playing Parsec and continuing Parsec development. We would like to dedicate the upcoming release to the Parsec community, and hope that Parsec will live on and prosper as an open community project. Enjoy!

    The Parsec Project

    Parsec is a fast-paced non-commercial network space-shooter that has been in development for several years. It started out in 1996 as a lab project at the Vienna University of Technology, but has transcended its original roots to become what we would like to refer to as commercial-quality freeware (CQF).
    The major releases of Parsec up to now were several versions of the Parsec LAN-Test, which were intended to enable players to get a glimpse of the current state of Parsec's development. These releases support Win32, MacOS, MacOS X, and Linux platforms, and 3D hardware acceleration through OpenGL and Glide (for the old 3dfx boards).

    The Parsec Project, a term we also use to refer to the people behind Parsec, is the team of game developers that has been working on Parsec since 1996. However, the impending change of Parsec's development model to an open source approach will be closing the original Parsec Project in early May 2003.

    Beginning in May 2003, Parsec will be an open community project striving toward a Parsec release that also includes Internet game play. The members of the original Parsec Project would like to dedicate their work to the Parsec community, and hope that the open source version of Parsec will bring lots of fun to even more people around the globe!

  6. Now I just need to Remake Elite by szyzyg · · Score: 3, Funny

    The Parsec game engine should prove a nice basis to re-create the 8/16 bit classic elite in noughties style.

    Then again maybe Christian will get around to releasing his dark-kind source sooner.

  7. Gripe... by YellowElectricRat · · Score: 5, Informative

    I mean really - how hard would it be to put a one line description about what the Parsec project is in the article body?

    Parsec project: Fast-paced multiplayer cross-platform 3D Internet space combat

    There... That didn't hurt too much, did it?

    1. Re: Gripe... by Black+Parrot · · Score: 3, Insightful


      > I mean really - how hard would it be to put a one line description about what the Parsec project is in the article body?

      One of the things that really irks me at Sourceforge is when you pull a list of all the games under development they tend to tell you what language they're programming in and what gee-whiz rendering technology they're going to use, but don't say the first word about what the game is.

      --
      Sheesh, evil *and* a jerk. -- Jade
  8. There is no safe distance! by imac.usr · · Score: 5, Funny
    I downloaded one of the tests for the Mac a long, long time ago. Gameplay seemed intriguing, but what really hooked me was the music by Stefan Poiss (I play the three tracks on my MP3 player over and over). Anybody know if there's other tracks available by him? I haven't checked the site in a while and it seems to be well and truly slashdotted now.

    --
    I use Macs for work, Linux for education, and Windows for cardplaying.
  9. Which ship made the Kessel run in 12 parsecs. by duckpoopy · · Score: 3, Funny

    No, not the Enterprise.

    --
    word.
  10. The obvious question by vlad_petric · · Score: 4, Insightful

    Why did they wait so much to release it as open source? I'm just wondering if their initial plan wasn't to change from Freeware to Commercial at some point. They've most likely realised that they won't be able to make money out of it, and decided to opensource it so it doesn't die (a site that wasn't updated for almost a year can be considered a near-death experience). Anyway, they did do a great job and I'm glad that the opensource gaming is enriched with a free-as-in-beer space shooter.

    --

    The Raven

  11. First thing to be changed now that it's open... by ksheka · · Score: 4, Funny

    ...is those pesky .mp3 sound files will be replaced by remastered .ogg files. :-)

    --
    alias uptime="echo '5:33pm up 22342352324 days, 6:28, 2124315623 users, load average: 2432.40, 12312.31, 123123.19'"
  12. Re:Which ship made the Kessel run in 12 parsecs. by nihilogos · · Score: 2, Funny

    I thought a Parsec was a unit for measuring distance, not speed. That line has always bugged me. :)

    You see, travelling faster than light speed is impossible. What you need to do is warp space somehow so you have less distance to travel. The Millenium Falcon, with its souped up engine, was able to warp space so much that the Kessel run was shortened to 12 parsecs. A lesser spacecraft might have to travel 40.

    --
    :wq
  13. Re:So there you have it by feed_me_cereal · · Score: 4, Insightful

    I kinda agree with you about opensource games, at least, open-source games that tons of people are working on. A large group seems to suck all the creativity out of a game, but why are you bashing Parsec so soon? They JUST made their game opensource today. It hasn't failed yet. I'm kind of skeptical, but I'm willing to give it a chance. Hell, I'm considering joining the project.

    --
    "Question with boldness even the existence of a god." - Thomas Jefferson
  14. VegaStrike by sweeze · · Score: 5, Informative

    but how does this compare to VegaStrike, which is already open sourced ( and written by a friend of mine , shameless plug )

    1. Re:VegaStrike by CoolVibe · · Score: 2, Informative

      Slick 3D engine, lots of ships, no trading, just mindless combat. Great fun.

  15. Re:Parsec for TI cartridge computer by Zirnike · · Score: 5, Informative
    Well, to get you started, http://www.ricks-graphics.co.uk/area99/emulate.htm , which gives details on an emulator, and http://www.ticomputer.net/tisi.html which seems to be an emulator itself (haven't tried yet, and the english is either somewhat broken (or at least really oddly phrased) or I'm _way_ the heck too tired)

    I can't find anyplace to download the ROM, and even if I grab my old TI, I'm not sure how to grab the ROM image, anyway.

    FOr the curious:

    PARSEC: PHM 3112 - Released 3Q/1982 - MSRP $39.95 -- A game cartridge programmed by James E. Dramis with help from TI Summer employee Paul Urbanus (Urbanus also authored or co-authored Jumpy, Jungle Hunt, Pole Position, Disko, PLATO Interpreter, Grand RAM and Line-by-Line Assembler for Mini Memory). Released in August 1982 at a retail price of $39.95. Featured a synthesized voice patterned after that of college student Aubree Anderson. Game consisted of a Space ship traveling through asteroid belts, attacks by Alien ships and other hazards. Perhaps the most popular game ever to come out of the Texas Instruments Consumer Products Division for the 99/4A. Fully bit mapped graphics, excellent joystick control, clear speech synthesis and very challenging.

    User Comments: Fly into combat with the starship Parsec. Destroy rebel alien fighters and cruisers by out maneuvering them and laying down withering fire from you laser. Then try to survive the deadly asteroid belt. Parsec is made to work with or without the speech synthesizer. With it, it enhances the game by simulating an onboard computer in your starship. It warns you of oncoming alien craft and refueling tunnels, and it congratulates you for good performance. There are increasing levels of difficulty to challenge your strategy and skills as a starfighter. With great graphics, color, and action this is one of the best modules for the TI. Try it and you're hooked.

    (ref: http://timeline.99er.net/id22.htm)

    --
    I'm not shy, I'm stalking my prey
  16. Re:Now, now... by Osty · · Score: 3, Insightful

    and yet, here you are.

    You seem to have no other response, lately.


    Could you maybe once address your users' concerns? It may be a little difficult for you to grasp, but the real world is not black and white. Liking a site does not mean that a person doesn't have opinions on what's good or bad about how a site is run, just as a person may dislike a site yet still believe it is doing some things right (for example, Kuro5hin -- I dislike the site because of the extreme leftist/socialist viewpoint espoused by both the staff and the readers/contributors, but I think it's a very well-done site and is run much better than Slashdot). Here's a thought -- run a poll along the lines of, "Do you have any gripes with the way we run Slashdot? Yes/No" and see what happens. Now, take the number of "Yes" answers and assume those are users that would leave Slashdot if they followed your implicit advice. Where does that leave your userbase? What about the comments (ie, the lifeblood of Slashdot -- without comments, Slashdot would never have become popular in the first place), since the people who are likely to answer a poll are also likely to post a comment? Can you afford to lose such a large chunk of users (and make no mistake, you will get a large number of "yes" answers so long as the question is worded fairly)?


    We're not necessarily asking that you change anything (although I'm sure most of us wouldn't mind if the Slashdot editors would periodically read their own site to avoid duplicates, or run their stories through a spelling checker before posting). Simply acknowledge that you've heard our problems, and explain to us why you're not planning on changing anything if the concerns are valid (and no side-stepping, saying something along the lines of, "Slashdot is just Rob's personal site that happens to enjoy some popularity"). Is that so hard to do? Apparently, because all we get are one-liner comments that insult ("you must be an idiot if you have problems with the management and yet are still here") or ignore the problems.

  17. But What Licence by BadlandZ · · Score: 4, Interesting
    I read it, and I must be missing something. I re-read it. I still missed it. What licence will it use? Unless it's a clear licence, viewing the source may not be helpful.

    What if they don't allow people to submit patches? What if they won't let you use the source to fork off your own project because they retain some rights to it? What good is seeing the source then?

    Open source just means you can see thier code, and CQF doesn't really mean anything to me. Can someone point me to some info that may make the meaning of this announcement a little clearer to me?

    1. Re:But What Licence by CoolVibe · · Score: 2, Interesting
      OSS Licenses (of which there are many) don't need to be compatible with GPL to be truly open. Take off those GPL blinds. Take a gander at the open source website sometime and educate yourself.

      The original authors will always retain their copyright, no matter how open a license they choose. But I guess that's not what you mean. If they choose GPL, you must make code available if you release anyway, and release that under the GPL license too. So GPL isn't really as free (as in speech) as you think.

      Of course if they choose BSD, you can fork and do with the code what you pretty well please (with some caveats though).

      We'll see what they'll do.

    2. Re:But What Licence by Anonymous Coward · · Score: 2, Insightful

      From what I've seen, they don't really care what you do with it, as long as it's not a commercial purpose (IE selling it, with or without the source code). I guess they don't want to, in the future, end up paying to play the game that they started but couldn't finish.

  18. Re:So there you have it by Herr_Nightingale · · Score: 3, Insightful
    Another observation: a large group might suck, but many small groups might make something cool. Perhaps not as cool as StarCraft, but cool nonetheless...
    You can separate the game engine from the graphics, sound, and everything is modular. I've seen a couple interesting open-source 3D engines, and I think it's VERy possible that a good game or several will come out eventually.
    The bad part: it takes forever, because virtually nobody has the time to create a Doom 3 in their free time. Or even a Commander Keen. As one guy says,
    Software development is one hundred percent design
    You need vision to create a great game, and large open source projects tend not to have that vision. Is that why there aren't any great games built by large open source collaboration? Maybe. I think it's more likely attributable to the clone problem .. nothing truly new is being created by the commons. Would you rather read a sci-fi novel written by forty people, or one written by somebody with a burning vision (Asimov, Heinlein, etc)?

    Also check out http://home.t-online.de/home/BuschnicK/
  19. You know it's been in development too long when... by bgeer · · Score: 4, Funny

    You know you've been in the development cycle too long when you release a game in 2003 and the spec blurb talks about GLIDE support.

  20. (offtopic) by timothy · · Score: 2, Insightful

    Complaining about Slashdot's moderation system is a fine and legitimate thing to do -- but I'm honestly puzzled by the folks who spend a lot of time both griping about the site's moderation .. and posting offtopic comments :)

    If you have tweaks you think would make the moderation system better, or suggestions for better moderation systems altogether, why not suggest them on sourceforge, where the coders can act on them? Rob does read email, too, but the FAQ specifically addresses this ... the malice of a small handful of people means that Rob and the other coders spend a lot of time trying to make the moderation less "gameable" and more of a helpful, positive tool for making the discussion more enjoyable / useful / however-you-want-to-see-it. Mitigating the Beavis factor, in other words -- and Slashdot is the doorstep that a few delinquents use to leave their flaming paper bags. Constantly.

    You've probably seen people in bars / clubs / stores / public parks [wherever ;)] sourly complaining about how badly it sucks to be wherever they are. My response was flippant, but I mean it with a smile, not trying to be a jerk. It's like the widely applicable punchline "Well stop doing that!"

    I'd like everyone who reads the site to be happy, but I can't enforce that :) [Brian: "There's no pleasing some people." Ex-Leper: "That's just what Jesus said!"]

    It's true that Slashdot has a history, that Rob's "site just got popular," etc, but the lengthy diary entry someone posted into this story's comments I think shows how these topics are anything but ignored. Constant tweaking is bound to constantly leave some people upset with any particular change, but the intent is to improve the system, and I certainly think the overall moderation system (loosely speaking -- including, say, the foes / friends aspects of it) has gotten a lot better.

    timothy

    --
    jrnl: http://tinyurl.com/c2l8yr / foes: http://tinyurl.com/ckjno5
    1. Re:(offtopic) by Osty · · Score: 2, Insightful

      Who exactly was complaining about moderation issues? I certainly wasn't. I agree this is off-topic, but there is no on-topic place to discuss it. A major gripe that I've had, and that many others have had (play this down as "a vocal minority" if you will, but we're just the people who voice the concerns others have) is that the Slashdot editors seem to not take their jobs seriously. You (collective "you", not necessarily you in particular, though you're as guilty as the rest) have consistently and constantly posted duplicate stories (triplicates sometimes!), poorly written stories that totally miss the point of the target news items, editorials with horrendous spelling and grammatical mistakes (I'm sure I'll make some, so I probably shouldn't talk, but I do make an effort to keep my posts clear of such errors), un-called for editorial additions to stories that don't warrant it, not adding editorial additions to stories that do (how often do you post stories about some new product, toy, or technology where not everybody knows what it is, nor is it obvious from the name, and the site has been taken down due to the Slashdot effect so no-one can figure out what the story was about anyway?), irresponsibly linking to small sites causing them to have outrageous bandwidth bills (blah blah if you don't want to be linked, don't put up a web site blah blah whatever), and more.


      These are not things that can be solved with code, a trap many geeks fall into way too often. It's a people issue, and that's exactly what we're complaining about -- people. Most editors refuse to acknowledge that there's a problem (example: Rob's lengthy diary entry goes on and on about moderation issues and changes, without ever once touching on the inability of his editorial staff to keep up to date on what stories have been run so as to avoid duplicating posts), or worse think it's just all a big joke (how many times have we seen something along the lines of "Yeah, yeah, this story's a duplicate, whatever" in an update to a duplicate story?).


      Like it or not, "Rob's personal site" is big, and has a huge user base. As an editor of the site, your concerns should lie with making as many users as happy as possible. You can't make everybody happy all of the time, but you can damned well try. When it comes down to it, we're the people that visit the ads and pay for the subscriptions. Without us, Slashdot would be in even more dire financial straits than it already is. (Extrapolating from the financial woes of parent company VA WhateverThey'reCalledNow, and not with any concrete information about Slashdot's financial well-being, save that without a large user base in the first place, VA * would never have been interested in Slashdot to begin with.)

  21. Yay! First Golgotha, now THIS!!! by eGabriel · · Score: 3, Funny

    Soon my hard drive will be chock full of source code from half done games! As soon as I am up to speed on the state of the art of gaming 5 years ago, I plan to finish these suckers!

    Or play nethack. I still have never ascended.

  22. Your offer is... by leonbrooks · · Score: 5, Funny
    You can have my Parsec when you unwrap my cold, dead fingers from around it...

    ...acceptable...

    --
    Got time? Spend some of it coding or testing
  23. Re:Now, now... by Osty · · Score: 2, Insightful

    Did you not notice the category of the story? This is a story for gamers, and most serious gamers know what Parsec is. If you don't know what it is, the editor provided a very handy link to the site. How can you be too lazy to click the link, but have the energy for half a page of criticism?

    So because I'm not a "serious" gamer, I shouldn't bother reading this story? Or maybe I am a serious gamer, but I don't often play space simulations? As well, by the time I got to this story (literally less than an hour after it was posted), the site was down. Slashdotted. Great, how am I supposed to figure out what "Parsec" is now?


    However, I was not the one with the initial complaint. Mine followed Timothy off-topic as he made a flippant reply to a post criticizing Slashdot's editorial integrity. Try looking at usernames next time so that you don't confuse posters.


    Also his insult was in reply to an insult, but you didn't care to take the AC to task for the same flaw that you faulted the editor with.

    Is it really an insult when it's true, though? I found the anonymous coward's post to be witty and insightful, rather than insulting and trollish. Had I any moderation points (and for some reason, it's been a very long while since I have had any ... hrm), I would've moderated the post rather than reply. However, I don't, so I didn't, and did the next best thing -- reply to Timothy's flippant post, voicing my own concerns and issues that are mirrored by both the super-parent of this thread and the anonymous coward that agreed with him.


    You people take this site and yourselves way too seriously.

    I never said I was perfect.

  24. Re:So there you have it by Anonymous+Hack · · Score: 2, Insightful

    Commercial games are made by tons of people too, and they don't suck. What makes original open source games suck is "too many bosses, not enough laborers". In a company one or two guys are responsible for design, everything else is done by the grunts. No arguments, no "hey wouldn't it be better if...", just write the code, write the music, if the designers don't like it, do it again. Most open source programmers don't like being the grunts, because they already do that at work... so they all want to "design".

    One of the good things about Linux is you have one guy at the top who is saying what does and doesn't go in. Ditto with OpenBSD. Yeah, there might be some discussion, but at the end of the day the project is being driven by one mind, and everyone is cool to go along with that - if they want it to do something else, they get a custom patch. That's the way open-source games should be developed, but it's hard to drum up enough interest in one to get it working that way. Linus had to go a long time by himself before he got the crowd around him he does now, so did Theo, so did Bill Gates, so did the top game designers.

    So yes, i agree that one person's drive makes it happen initially, but in the long run it's having the support of a lot of people who are happy to bow to that one person's wishes that makes a good thing great.

    --
    I got a sig so you would remember me.
  25. Oddly similar to terminus? by ward · · Score: 2, Interesting

    Does noone else find this game to be terribly similar to Terminus? You know, Terminus, the persistent universe online space combat/trading game available for Win, Mac, and Linux?

    I remember lots of Linux folks drooling over it and babbling about how they'd all buy it as soon as it shipped, because it would have Linux binaries on the CD.

    Nobody did, of course. That's probably why nobody remembers the game.

  26. correction by cbx · · Score: 5, Informative

    We are going to do a full source release in early May 2003 NOT next month as stated in the article.
    This is mainly due to some preperation work.

  27. Not completely open by mattr · · Score: 2, Insightful
    "Commercial quality freeware" .. "we intend to continue disallowing commercial uses of Parsec".


    I don't get where the line is that something becomes "open source". BSD obviously is open. GPL, okay I understand copyleft. I also understand one liscense I saw where the stuff could not be used for kiddie porn-like exploitation.


    But talk about viral, if someone starts hacking with it and develops their own "commercial quality" game, he is doomed to the same problem that the authors had, which is that because he can't sell it, he cannot possibly afford to compete with commercial games!


    This seems to be a case of people attempting to foist misguided moral choices on other people whom they somehow still hope (many mysterious cheap hands) will acheive their dream for them.
    Not that I personally want to use their code, it's just confusing that there are so many "open source" liscenses out there. Hate to say it, but I'd much rather see something like Helixcode, maybe if it is commercial then a royalty can be paid the authors. And where does the line between free and commercial get drawn?


    I'm sorry, it sounds like lots of fun and one day maybe I'll try playing it. But I don't get the reasoning behind releasing something to the community while maintaining restrictions on it. We all grow up, I guess these guys did. Grownups often like to get paid for their time, or at least have the illusion of free will. I think this could attract more talented programmers and game people if it didn't have the noncommercial requirement.

    1. Re:Not completely open by Taurine · · Score: 2, Informative

      The parent is obviously a troll. For anyone taken in by the flawed logic of the parent, there is a solution to the problem presented, a developer who builds something from the open code and wants to commercialise it. All contributors to the project retain their own copyright, and thus are free to licence their code to others by different licenses. If the developer builds something from just the originally released code, he would have to negotiate a commercial license from the original authors. If he wants to commercialise something derrived from code from many contributors, he's going to need to get agreement and terms from all those contributors, or replace their code with his own.

      Ultimately its pretty obvious why a non-comercial clause might appear in a license. The original developer doesn't want to have to pay someone else to play the finished game, when they themselves did so very much of the work.

  28. Space combat by Harald74 · · Score: 4, Insightful

    Anyone else tired of the "battleship model" of space combat, with heavily armed and armoured ships duking it out, taking multiple hits before finally succumbing to accumulated damage?

    I figure space combat will be more similar to submarine combat. Space is huge, the ships will be fragile, weapons will pack a massive punch. These factors will force ships to rely on sensors, hiding and avoidance to achieve their aims.

    I imagine that we will have ships hiding in asteriod belts, on moons and near planets, patiently waiting for their prey, unleashing a barrage of missiles and then try to disappear again while the target is busy applying countermeasures to the incoming missile swarm.

    --
    A)bort, R)etry or S)elf-destruct?
  29. Re:Which ship made the Kessel run in 12 parsecs. by fgb · · Score: 2, Informative

    So what you're saying is that the Millenium Falcon only had to travel the equivalent of 12 parsecs of real space. Assuming it could achieve near-light speed, that means the Kessel run would have taken about 39 years (12 parsecs * 3.26 light years/parsec). Good thing they didn't have to travel the full distance!