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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.")"

8 of 347 comments (clear)

  1. Planeshift by SharpFang · · Score: 4, Informative

    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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  2. Free games looking good by DrLZRDMN · · Score: 3, Informative

    I saw this article
    (http://www.selectparks.net/modules.php?name=Con tent&pa=showpage&pid=18)
    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.

  3. Re:hypocritical of stallman? by gallir · · Score: 3, Informative

    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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  4. Game software is an art. by cgenman · · Score: 3, Informative

    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.

  5. Re:Disagree by grumbel · · Score: 3, Informative

    ### 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.

  6. Re:No calls barred. by Nasarius · · Score: 4, Informative
    Stallman's (commie-style ;) freedom includes "no revenue"

    Wrong.

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  7. The gray between art and code by Musenik · · Score: 3, Informative

    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.

  8. Re:OT - How do you play Nethack? by Anonymous Coward · · Score: 3, Informative
    To me the beauty of Nethack is that it's utterly brutal. However, I'll see if I can point you in the right direction:
    1. Don't try to identify rings or amulets by wearing them without at least finding out if they are cursed or not. The same goes for trying on random bits of armor you find on the ground, although this isn't nearly as risky as wearing rings or amulets, so it's up to you really. Your deity (or maybe even someone else's deity) may be able to let you know which items are cursed. Certain items are almost always cursed when you find them, so if you know that an item is cursed you may be able to make a guess about what its effect is.
    2. For scrolls and potions, you can take most of the trouble out of IDing them by inspecting the prices in shops. The prices are modified by a scaling factor based on your charisma (most of the time this is 3/2 or 4/3) and some of a shops items are modified by another 4/3 on top of that. Items sell for half of the unscaled price, although sometimes the shopkeeper will offer you less than that so try dropping it and declining to sell several times to make sure you have the right price. Your main goal should be to find and ID an identify scroll, an enchant armor scroll, an enchant weapon scroll, a remove curse scroll, a charging scroll, a potion of gain level, a potion of gain ability, and a potion of enlightenment. HINT: None of these scrolls have an unscaled price of 100, 150, or 200 and you should look for potions with unscaled prices of 300, but bless them first and drink them somewhere safe.
    3. I can't remember the key combination to do it, but you can give new names to item types. You can use this to keep up with information that will be useful for identifying the items. If you find an amulet, pair of gloves, pair of boots, or helmet that's cursed, then rename its item type so you know that there is a pretty good chance that other items of the same type will be cursed. Rename potions and scrolls with the unscaled price and if you want to get really sophisticated, keep a count of how many of each of them you've found so that you can try to identify them based on the frequency with which they appear relative to other items
    4. Certain items have quirks that need to be learned. For example, scare monster scrolls crumble to dust if you drop them then pick them back up (hmmm, maybe you should see if dropping a scare monster scroll on the floor and leaving it there does anything special). Some potions can be mixed to make more valuable ones, and if you have spare rings of a certain type, you may want to look for a way to try to eat them.
    5. You can find some interesting things at the bottom of the Gnomish Mines. You need to gain some levels before you explore the mines, but I suggest you spend some time exploring and leveling in the mines before going any deeper than the Oracle's level. On the bottom floor you can find a stone that is particularly useful when blessed, though it is easily mistaken for flint, a stone of use for archeologists, or a type of very heavy, cursed stone. Try to come up with a way to distinguish between the really heavy stones from the others without picking them up.
    6. Your deity can make you a large supply of holy water at one time. Collect stacks of potions that you don't plan on using and change them into water bottles.
    7. Over the longterm, Valkyries are pretty much easier to keep alive than any other class. There's a certain powerful artifact that only they can obtain, and unlike any other class, under certain circumstances they can use it as a ranged weapon as well.
    8. Do whatever it takes to escape monsters more powerful than you. If you're cornered, take drastic measures. Zap some wands at the monster and just hope that you can find one that will either kill it or give you a chance to escape. There are also all sorts of crazy ways to weasel out of these situations. If you see a mind flayer, run like hell. Kill him from range when you can, but under no circumstances should you allow him to get clo