Advanced Open Source Engine Based On Quake 3
An anonymous reader writes
"Phoronix is running a news story about the XreaL project, which its lead developer claims is the most advanced open-source game engine. XreaL is based upon the vintage Quake 3 engine, but it has been rewritten over the course of many months such that it no longer resembles the original id Software engine. The XreaL engine has its renderer written entirely in GLSL with compliance toward the OpenGL ES 2.0 specification in mind, but it supports the new OpenGL 3.0/3.1 specification and is able to take advantage of its new features. XreaL has also added an HDR pipeline to its engine and on modern hardware is actually GPU — not CPU — bottlenecked. XreaL can also load game content from Unreal Tournament 3. This engine, which is described to be as powerful as what can be found in Doom 3 or Call of Duty 4, is written entirely with free software. The XreaL project has created plug-ins for Maya to broaden their game development capabilities."
The pure potential is awesome. If, however they are uptight about letting people develop non-open-source games for this it will fail, hard.
hopefully this will lead to more modern-looking open-source games. That's the reason the regular gamer won't play open-source. Unless there's somethign else i nthe game you can't find anywhere else :P.
YAFPS
Not only YAFPS, but also the screenshots are poorer than other FOSS FPSes. For example, they lack basics such as dynamic shadows.
It seems the article authors got excited from the claim that the engine is written in GLSL and is OpenGL 3.0-focused. That, and the engine developer is not exactly humble, with claims like "definitely the most advanced open-source game engine".
Instead of dissing other engines - which offer greatly superior visuals, to boot, just look at screenshots - he should let his achievements speak for themselves. They don't, thus far.
That's sad and true. But there's actually two kinds of artists, or rather, two different reasons.
First, the "it's MINE and you're not allowed to touch it kind". They basically operate under something like a CSS mindset. Look at it at their page, but don't you dare copying it.
And then there's the "my art is PERFECT, don't you dare to RUIN it" kind. They don't mind if you take their art and spread it, but they view it as a personal insult if you "improve" it. In their mind, it's perfect as it is and you should worship them for being awesome.
Neither group is well suited for open development. The first because they don't want to. The second because it leads to the invariable headache when you try to tell them that the polycount of their model is simply out of whack.
You need the artist that like to create art and that likes to see his art "come alive", when others take it and develop on it. It's a different mindset. And yes, those artists do exist.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Uh, hello, give a little credit to ID and their modding support. Don't forget Team Fortress and how Robin Walker got hired at Valve.