Hackers, Slackers, and Shackles
blacklily8 writes "What is the future of free software development for games? Is it possible? Will the games ever equal or surpass their proprietary competitors? Why should we care? After thoroughly researching the free and open source software model, and interviewing both indie and free software game developers, author Matt Barton decided that the future is indeed very bright. Stallman is quoted here saying that game engines should be free, but approves of the notion that graphics, music, and stories could all be separate and treated differently (i.e., "Non-Free.")"
Planeshift is a free 3D MMORPG following the idea "Free engine, proprietary (though gratis) art." AFAIK it's the only free 3D MMORPG out there. :)
The system recently reached another milestone, though it will probably remain in development for quite some time... Maybe some Slashdot hackers will help?
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I saw this articlen tent&pa=showpage&pid=18)
(http://www.selectparks.net/modules.php?name=Co
And it seems that there is a great base available that oculd lead to wonderfull things. Crystal space (crystal.sf.net) is a free engine that appears to be competitive in quality to modern commercial engines. Go to the games made using crystal, it can be used. I should also mention cube engine (cubeengine.com) and stepmania (stepmania.com) as well as the abundance of free MMO's and VR projects.
FSF differentiates clearly among:
1. Practical use: software, manuals. They are needed to run your computer, to allow you to write your documentation, to generate your data. You can qualify them objectively: it's OK, it's better, it's wrong. Software is indeed special: is matematical model, but executable. See FSF and OSI for licenses.
2. Non-practical use, or art: they don't have practical use, they are not needed to run you computer, they just can be enjoined "as is" and perhaps modified to create derivative art. Is American folk better than Celtic music? You cannot tell it objectively. See CreativeCommons for licenses.
Read RMS or FSF articles, there is no cinism, no contradiction, just your ignorance.
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While one may find the optimal pathfinding route algorithim, most game software is a balancing act between competing resources and is therefore an art. If you look at the Quake 3 engine code, there are a lot of tradeoffs between accuracy (surprisingly innacurate, actually), speed, and memory. And then there are questions like how one will spend their processor cycles... in a complicated rendering engine or raw polys? Character focused or world focused? Do you spend more Ram on Precaching or go for dynamic texture loading?
That having been said, the reason why you can't put game artists, texturers, and musicians in the same class as game programmers is because they generally refuse to work for free. While a programmer may find personal expression through a game, rare is the artist or musician who feels the same way. You can get ones who will work to make a name for themselves, or work because they like the game, but generally you don't find musicians who work on games like they compose their own songs. While working on games is personal for a programmer, it isn't so much for artists / musicians. Why do it then?
And there is no such thing as an optimal software algorithm. There are ones well suited for a task and ones that are not, but there are no software algorithims that are best in all ways.
TFA is DOA, BTW.
The ______ Agenda
### Just look at tuxracer. Since the company that was developing it turned it closed source nobody has continued developing it.
a) hardly anybody developed it while it was OpenSource, some bugfixes asside it what basically a one-man thing
b) after some years of no development on the OpenSource Tuxracer, there is now some life in it again, see PPRacer: http://projects.planetpenguin.de/racer/
c) sunspirestudios seem to have disapread, probally didn't sell to well in the end
### Same goes for tuxkart.
See http://supertuxkart.berlios.de/, however the original tuxkart has never gone closed source.
### We need some kind of "open art" license or something, and people working for it.
http://creativecommons.org/
For most part we really just need more people.
Wrong.
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As an independent game developer who just released a new kind of adventure game, I disagree that art and code are always distinct. Our game introduces an incredibly accessible user interface for controlling adventure games. I personally believe that user interfaces are an art form, yet UI is ultimately expressed in code. Consider that one example of code as art.