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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.

6 of 184 comments (clear)

  1. Free as in beer by Anonymous Coward · · Score: 0, Informative

    As others have pointed out none of those engines are truly free. Do some research next time. :P

  2. Re:Not really giving away by MikeJones8766 · · Score: 4, Informative

    Unity doesn't take royalties, it's a flat $1500 if you're making over $100k a year.

  3. Re:never heard of this jMonkeyEngine by elfprince13 · · Score: 4, Informative

    You didn't wait for the crickets ;) There are quite a few free engines on the market that predate the Unity/UE show, and if you've spent any time in the area you know the landscape pretty well. jME, Panda, Torque, Irrlicht, OGRE,....

    Your post says "I don't know anything about game development, but I've got this sweet anti-F/OSS rant I've been waiting to post for a while"

  4. My own take by gman003 · · Score: 4, Informative

    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.

    1. Re:My own take by Howitzer86 · · Score: 4, Informative

      Cube 2 missed an opportunity, I think. I loved that octree-based map engine. Here was an accessible and powerful cube based engine from before Minecraft was a twinkle in Notch's eye. To this day, I don't know of any other engine that lets you collaborate with multiple people in real time as though it were part of the game - and with level editing so easy, it could have fostered the kind of mapping community not seen since the days of Doom, Quake, and Unreal (1/UT/2004).

      Now everything is "model it in 3DSMax, Maya, or Blender." Complicated tools, meandering workflows, just a time consuming process in general. Even Unreal is like that now. Why use the shape editor when you can just import your model? Does the new engine even have that tool anymore? No it doesn't. Just import or use an existing mesh for your complex details. Want to make your own but don't know how? Time to learn this other tool over here.

      I'm not complaining exactly. I'm pretty good with Max and Blender. I'm just reflecting (as an amateur) on what mapping felt like in the past, and how it compares to today. It was pretty straight forward back then. There was probably a lot of pent up creativity from people who didn't have the time to learn multiple tools. Minecraft quenched their thirst, but the Cube 2 engine could have been the thing to do that. If only it were better documented, and positioned better as an engine for hobbyists.

      The farthest I got with it was map editing and compiling it from the source. So I know what you mean. It's been a while, but I doubt anything has changed. Sorry to hear about the state of your game.

  5. Re:never heard of this jMonkeyEngine by BarbaraHudson · · Score: 4, Informative

    It's a slashvertisement submitted by the guy doing the jMonkeyEngine. The focus seems to be on price. "The price of everything and the value of nothing" comes to mind.

    If you don't want to go the subscription route, you can download Unit5 5 Personal for free, and then buy the Pro version for a single payment of $1,500.00 once you exceed $100,000 per year of revenue. Future upgrades are half price. Sounds like a very fair offer.

    Anyway, I'm downloading Unity to give it a look-see. Just 'cuz.

    --
    "Transparent" is a shit show that trades on every stereotype going. A man in drag is NOT a transsexual.