In the Age of Free AAA Game Engines, Where Does Our Open Source Engine Stand?
New submitter erlend_sh writes The game development industry just got hit by a tidalwave of free: Unity 5, Unreal Engine 4 and Source 2 all give away their flagship product for free now. They're all different brands of 'free,' but who cares? The average game developer certainly won't. Which left us wondering: Are hobbyist-run open source game engines like jMonkeyEngine still relevant?
From the linked article: This just in: Physically Based Rendering isn’t dark magic, cross platform publishing is not the thing of fairy tales, and a solid asset pipeline is not exclusive to a million dollar budget. They’re not easy; faaar from it. But as long as we can show that these things can be accomplished by a part-time hobbyist just for the heck of it, the end user gets a fair price (i.e. free!), and our fellow hardcore misfits will continue trying to solve the most difficult problems the industry has to offer. ... If this exciting new thing called “free” keeps going in the right direction, everyone still in the race gets a leg up.
the Pro products have support departments and support for assets and other additions to their products. when a game has a 2-3 year dev time your product stands out by making it easy for devs to cut their time to market and save money
no one cares if it's open source or hobbyist made, they care about having their devs who cost $200,000 or more per year EACH spend less time making games
looked it up, never heard of any the jMonkeyEngine based games or engine. It's not relevant, developers wasted their life
gee why do they keep trying to say unity 5 is free , it is NOT....
I'm guessing most of these game developers are looking to get a contract with a big studio and in that case showing your understanding of a major commercial engine is almost as important as the game itself. Using an open source engine nobody's heard off is like making an application in Ruby to get a job as a C++ developer, sure it proves some talent but 9 out of 10 recruiters will go with the C++ guy.
Live today, because you never know what tomorrow brings
Ignoring the poorly-masked slashvertisement:
How many of those AAA engines were written in Java?
They are not really giving it away: when you start selling your game, you will have to pay royalties for those engines.
As others have pointed out none of those engines are truly free. Do some research next time. :P
From TFA:
Glue a Stallman beard on me and call me an idealist, but I actually believe there’s no stopping open source (in game development) at this point.
Compare that to Why Open Source misses the point of Free Software, by The Bearded Charmer himself.
Sure, the ability to develop and play AAA games for free is all well and good. But exactly where and how is our freedom to develop and play these games protected?
(Posting this as AC since any satire of the holy cause of Free Software is tolerated here no better than ancient statues of extinct pagan gods are tolerated by ISIS.)
on their screens - speaking for myself.
Extending that - I as a purchaser of games don't give a flying fig what engine was used - but I'll judge the devs I gave my money to on their decision.
I'm assuming the 'freeness' of commercial offerings is based upon trying to get devs to use their software and then taking a percentage if it ever takes off and sells.
So, what you're asking is a question to the devs - what to the commercial offerings that might skim from your future income offer, that OOS doesn't?
My guess would be a huge amount of support/tools, that OOS doesn't, and is only ever going to take a small percentage of your profit (if you make any).
Rah capitalism.
ioquake3.
No need to pay to license this high quality SDL game engine. Accept no substitutes.
Anal Asshole Annihilation?
Who makes up these shitty shitty acronyms?
I use matlab. I like matlab. It's not the matter if its expensive (which it is) or not.
The point is: There have been applicaitions (more than one) in my past, where octave (a free matlab clone) served me much better, plainly for the reason that i could actually recompile it or adapt it in a way that it ran exactly like i wanted it to run. usually these "unusual" circumstance involved running it on limited HW, automatically, with limited memory, many instances, or independent of a nework connection to the license activation.
Everyone but the people who wrote it, that is.
The problem with winning one's "15 minutes of fame" is that it won't pay the bills.
Which is why this exciting thing called "free", outside of an economy of plenty where it costs nothing to live, or where the author(s) operate(s) under essentially the same conditions, isn't always such a great deal for the author(s).
I have a free [donations accepted, but not nagged for] product out there with about 15k of regular users, and the income from it is as near zero as can be without quite being zero. To date, thirteen people have stirred themselves to donate. The product, however, tends to be used every day or two by those I call "regular users." I know because when it starts, it checks in with my website to see if there is an upgrade [always free], and when it does, I log a "start" to that IP, so I can generate some excellent stats on usage.
There are quite a few competing applications that perform the key functions mine does; but all do it a bit differently, and mine is one of the most feature-rich ones out there. So I have at least some reason to think that the users continue to use it because they find it at least adequate. The feedback I get tends to be quite kind, though that may just be a consequence of not wanting to annoy the author, I suppose. In any case, the considerable work I put in seems to have some value based on all this, and that value has not come back to me in any significant proportion. I can afford it -- don't get me wrong, I was not surprised by this, nor am I inconvenienced -- but that is because I produced pure commercial products for years first.
I've fallen off your lawn, and I can't get up.
Throw in the grant system that Epic is putting into place, and those who want to contribute to making Blender a better game dev tool have another potential source of income.
The FBX import/export system is improving all the time, but now you can show that work to Epic and if they see it as contributing to the community they'll fund you.
Something like this could really boost the productivity of the modeling and animation tools in the open source community.
If it is "A shitton of money was spent on it" then java or free engines are at a huge disadvantage because they have one huge nonexistent cost centre: a bespoke personal game engine.
MOST people would include "Sold a shitton of games" for AAA. And Minecraft hits that spot.
For you to "still" be relevant, you would have to have been relevant before all this.
All of them take 5%-10% of your base revenue if you're games a success. I'm not saying it's not worth it; and it's nice that if you're breaking into the industry you can work with professional grade tools. But I can certainly see people wanting a truly free solution.
Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
I have been developing a game based on the Cube 2 engine, specifically the Red Eclipse fork. The benefits, as I saw it, was that the engine was Zlib-licensed, and most of the game code was re-usable (both Red Eclipse and my game are first-person arena shooters). The downsides were the lack of experience - the code is unfamiliar and sparsely-documented (and in some places downright bad), not many people are familiar with the level editor, and the model import system is not the most artist-friendly.
Currently it's at a proof-of-concept state - it's playable, the core gameplay is there, but it's using Red Eclipse assets that are CC-licensed, not suitable for commercial release, and the few maps are blocky and spartan.
I am seriously considering a switch to Source 2, because I'm much, much more familiar with Hammer and SMDs than with the Cube 2 asset toolchain, and I'm sure some of my Source modding experience will carry over to Source 2. I'm waiting for more details, though, particularly regarding the toolchain. I'd have to redo pretty much everything, but it would likely make for a far better product. Particularly if it ends up being ported to consoles - Red Eclipse lacks gamepad support, and having seen the code, it's not an easy thing to add.
http://unity3d.com/get-unity Kind of. It's free in that you can download it and make games with it. When you start getting into the "enterprisey" type features then you have to pay. Also if your company made $100,000 making games last year then you have to pay (or some number like that).
In other words, to use it is free, if you sell products based on it the people who made it want a cut. How horribly unreasonable.
I made a real nice game with SFML which I think is probably one of the best documented engines out there. It's free, but you need to build it first. It's available here: github.com/HSchmale16/NumberHunterGame
So stop wasting time with stupid slashvertisements for your engine that no one wants.
I think that the permissible license of some of those engines will still make them attractive to some developers because you can modify the source code and create you own engine without paying royalties, there is not eula, i am more worried for some gpl engines but those are used by hobbyists.
I think engines like C4 engine and Unigine are the one who had to be worry about their future because free AAA engines offer more at not costs.
If you even want to *make* products that are practical in any kind of general sense, it isn't free. In my experience, the personal edition is quite seriously feature limited from what you get with the professional edition, and isn't really practical for anything beyond introductory hobbyist level experimentation... to become at least familiar with its capabilities. I can't imagine any serious developer not outgrowing the personal edition and being frustrated by what the professional edition can do that the personal edition cannot within their first year of Unity development, if not a whole lot less time than that. And that might be long before you've ever made a dime of profit.
File under 'M' for 'Manic ranting'
I laughed out loud when I read that.
In the feature requests feedback forum, making the editor available for Linux is vastly more popular than any other feature request for Unity,. beating out the next most popular by about a factor of 4, and Unity Technologies has publicly stated that they have absolutely no plans on ever porting their editor tools to Linux.
If that's the business decision they are comfortable with, that's one thing, but considering that in the article where they are bragging about how they are promoting democracy by tying it in with how the product was being priced, rather than what people have actually said that they want, I'm pretty sure that I can safely conclude the developers at Unity do not have the foggiest idea what the word "democracy" actually means.
File under 'M' for 'Manic ranting'
So all of these great engines are free, right, except when you have a game making a lot of money then the charges kick in.
So one could envision this plan - make games using the free engines, then wait until one really takes off.
Now that you have a known game, that is making tons of money - how to make 3% more? Switch it to an open source engine and the engine fee goes away.
Obviously this would probably be a huge pain in reality, but it does show one potential place an open source engine has in the industry, as revenue enhancer.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
There are NO limited features. If you're interested then take a look at their site for the differences between the Personal and Professional editions. If not then you'll continue to be misinformed.
If you have read the feature set then great, please reply saying what features you think you'll be frustrated by in the Personal edition that you could only get with the Professional edition. (It's a genuine request - not being snarky.) You might well be thinking of the previous Unity 3.x/4.x series where the free versions were indeed a bit limited compared to the Professional versions (no render textures, limited post effects, no sprite packing, limited draw call batching and occlusion culling from memory, no performance profiler... etc).
You've made the mistake of assume that number of people whining on a forum is representative of a democratic value.
I've never used the Feedback forum but I have e-mailed them feedback. Perhaps the feedback forum just isn't representative of anything like a democratic mandate?
Maybe it's like (pretty much) all democracies of today? A representative democracy, where people vote who gets to vote on their behalf on issues? So, gather up behind some unity representatives and show your support!
Unity 4 and Unity 5 have different policies regarding features in Personal and Pro licenses. What you say is true about Unity 4 but not Unity 5.
And prefer it to Unity, which I also use a little. The reasons I like it are:
What do you need from your community? Is it feedback? Is it actual engagement (like, do you want people to take responsibility for particular bits of functionality?) It is money? Frankly I'd be happy to subscribe maybe US$100/year to help fund the development of jMonkeyEngine, provided it keeps developing and stays open source.
I'm old enough to remember when discussions on Slashdot were well informed.
MATLAB plots are horrible (look at those colormaps!) and although they got a tiny facelift in 2014b I vastly prefer the Python plotting options such as Mayavi.
Anyway, weak slashvertisement here. UE4 is fully open-source and it's quickly apparent from looking at the codebase that it is made by a team that takes documentation seriously. From the their ranty blogpost I doubt that these "JMonkey"ers have ever actually looked at the UE4 source.
Right now you might not see the value of your open source project.
But any moment the company could change policy or stop developing it. And when that happens you'll be there.
I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
Then fix those platforms.
Video game software developers who do not manufacture their own console lack the authority to "fix those platforms".
And even on PC-like platforms, how would one recoup the cost of developing a game for ioquake3? The most obvious model for the past three centuries is to distribute copies for a fee and restrict others from doing the same. But that doesn't work with copylefted software because the public has the right to make and distribute copies of any derivative of ioquake3.
Of course, but then why bother tallying "votes" for an issue at all?
File under 'M' for 'Manic ranting'
You and several others have been pointing this out to me... so it appears that some things have changed. I will have to check it out in more detail later.
Looks like trying to do any team development, even for a very tiny team of two or three people might still not be possible, however.... it looks like the personal edition might still be a headache for sharing of assets even between just two people.
File under 'M' for 'Manic ranting'
It's still useful feedback for them, it's just not necessarily overriding or representative of total feedback (although the opposite is also possible, that it is representative and the are full of shit- just playing devil's advocate and suggesting their may be a good reason for their claims!).
Slashdot used to have a great community and great discussion.
You people are a bunch of fucking retards.
What the hell happened.
Honestly, if it weren't *THAT* much higher than any of the other feature requests, I might even buy that as plausible.... but when it has more votes than the next six most popularly voted for issues combined??? With that kind of gap, it is almost certain that they are getting more direct requests for that feature than they are for any other feature as well.
I mean it's POSSIBLE that the feature requests forum is entirely orthogonal to any unbiased random sampling of unity users, but there's no particular reason to suppose that were true. Given that their entire comment itself which said that they cared about democracy actually only tied it in with the notion of keeping costs down to increase the number of people that could utilize it, I am inclined to think that the folks at Unity Technologies just don't actually know what the word "democracy" means.
File under 'M' for 'Manic ranting'
If you sell enough products to make over $100,000.
...was it ever relevant? Open source game engines are great if you're a hobbiest and want to try your hand at game development, but the reality is that professionals won't use them for real commercial development. The move to "free" for things like unreal engine is not surprising, and it's smart from a business perspective. They want to license to people who are actually making money while reaping the benefits of a large community that will create all kinds of tools and libraries for the platform. One only has to look at the ridiculously long list of unreal tournament mods to know people will eat it up.
More people learning your engine for free means more people employable to work on projects that use it which means more corporate licenses. Everyone wins, but none more so than the person who might not even have tried if he had to invest his own money in to a license.
BeauHD. Worst editor since kdawson.
I'll consider your engine if it's performant enough for my game, provides the technical and visual capabilities I need for my game, supports the platforms I need, has a modern component-based UI that's easy to navigate, and is fully documented with simple examples. The first two requirements can vary greatly by game, but the latter three are very much in your hands as an engine creator.
My art and design teams don't really care about the technical things you probably focus on; they just want the ability to build their ideas without code by putting together components, assets, and behavior trees. If you want to compete with the other engines, focus on the non-programmer developer experience.
It is not compatible with Matlab but it seems to be a more complete solution than Octave