Status Report From the Open Source Games Community
qubodup writes "Free Gamer, an open source gaming blog, has recently become the center of open source artists, developers and gamers. In its forums, the GPU-hungry Classical Java RPG and the Neverball-killer irrlamb have found their second home. So did sub-communities like extremist free gamers, who insist on games not only be free software but also to contain free content and want to build a knowledge base of existing free games. There are also free content artists, which address an old problem of open source games and want to supply graphics and sound for projects in need of game media."
wtf, zonk, you're supposed to be editing before you post. freegamer.net is obviously not an open source games blog. I think the submitter meant to link to http://freegamer.blogspot.com/. I have no clue how someone could screw that up though.
*crickets chirp*
If I develop a game, and I want to distribute it under a copyleft license, what license should I use? Due to the lack of a native file system implementation on some platforms, the code and its related assets (graphics, sound, maps, etc.) must be combined into one executable file, but the GNU licenses appear to require that a single executable file be distributed under a single license. Licenses based on the Creative Commons Attribution License ("CC-BY") are not intended for software; instead, Creative Commons recommends GNU licenses for software. However, the GNU software licenses are not compatible with any of the Creative Commons licenses. Section 4(a) of the Creative Commons Attribution License versions 2.5 and 3.0 allow a contributor to require that downstream distributors remove the contributor's copyright notice, but the GNU licenses do not allow the removal of copyright notices. Is there a way to solve this without having to track down every single artist on Wikimedia Commons individually and ask them for waivers of this requirement?
these games *DIE* because the developers pick tools that nobody wants to maintain in the long run. Look at irrlamb: written in scons, needs boost. This is bound to die a quick death as a project. Java gaming? maybe, sure it is cross platform, but your app is horribly VM limited and performance will sucky no matter how you tweak. You kill your project and game by choosing the wrong development tools.
frozen-bubble keeps getting revived but in the end is not compileable with newer versions of SDL_perl. A tragedy, but I ain't gonna fix this, even if it won fancy awards.
the better the toolkit, the longer lived the project - look at the old quake engines...
I would donate plenty of money to anyone who picks a sane tookit to develop a 3D MMORPG that *encourages* development (no python, no boost, no java, plain autotools, C, no c++, SDL+GL, gtk+, no wx). Bring it on.