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43

I've already complained about this in another question, but having open digital distribution systems would be glorious. This encompasses both patching systems and end-user marketplace type things. Steam handles a lot of this, but is far from an open platform. Even if it wasn't a single shared marketplace like Steam is (or how phone marketplaces are going), ...


42

Without referring to any of my previous projects, I can say that I've been involved with a great deal of open source activities, game-related and otherwise, and by and large I have thoroughly enjoyed the ride. Right now I'm a manager with the jMonkeyEngine project. I'll be glad to type up somewhat of an 'introduction to open source games', but bear in mind ...


33

No, it is not. You may obtain a source license from Valve, but Source itself is not open-source. Further, it is generally a very dangerous approach to use entire existing engines as learning material without guidance from somebody who was heavily involved in the development of that engine. Source code alone only tells you the how of particular design ...


24

I think OpenGL and OpenAL are extremely obvious, but beyond that... API Bullet 3D Physics engine, used in AAA titles Chipmunk Flexible and Powerful 2D Physics engine in straight C Box2D Another robust and popular 2D physics engine FPMath C++ template based math library, specifically for dealing with Fixed Point arithmetic (requires Boost) OpenSteer ...


20

There is no way to guarantee that the client in use is the client you want them to be using, there are always ways around every technique, even with a closed source application. When it comes down to it, with a closed-source application, any good reverse engineer with some free time can spoof packets to/from your server. In an open-source application, it ...


18

I would suggest that you sell: Distributions of the source: Build versions of the source code, tools, etc that people can work with. If they are modifying the source themselves then this won't help them, but if they just want to include a dll for example, this can simply things especially if your build process is complex. Another options is to sell ...


17

If you're looking for a rendering engine that does all of that first list right out of the box, I don't think you'll find a whole lot. Stuff like fancy lighting shaders and day/night stuff are very game/simulation specific, and most rendering engines either won't have that sort of thing built in, or the built in implementation won't meet your specific needs. ...


15

We can stop reinventing the wheel by... ceasing to reinvent the wheel. Use external libraries, game engines, etc. I get the sense that people do reinvent the wheel to: Avoid copyrights, royalties, etc on libraries or borrowed code Avoid paying for a game engine (for a full on AAA game, this can be enormously expensive) Maintain intimate familiarity with ...


15

Several commercial games have had their source code released. Some of the games are listed here. There's no guarantee that the code in these is well organized, but by looking at some source code from games that were commercially successful you might get a good idea what works in practice. Also, while not a game, OpenSceneGraph has many of the components of ...


15

The look of a game is rarely down to the code quality, but down to the art quality. Art doesn't really come under the 'open source' concept so getting a coherent set of good art assets for a game for free is very difficult.


14

Don't worry about your concept getting copied wholesale. It's much more work implementing a concept than coming up with one, and anyone who can put together a finished product will either have ideas of their own, or will change the game enough that it becomes different. If your game is awesome, then it'll be really hard to copy it and make a version that's ...


14

Recast & Detour is an awesome open source navigation mesh / path finding library. It's potentially got more appeal to larger titles than indie games, but I could definitely see it being useful to anyone wanting decent multi-agent movement in any 3D game. The developer's (Mikko Mononen) blog also has several interesting entries around steering, path ...


11

http://mudbytes.net/ was established for exactly the purpose you're looking for.


11

This will depend entirely on the license applied to the art assets. The number of open source licenses is always growing, so attempting to provide a list here would be pointless. You will need to research the specific license that's applied to the art. Some of these licenses will allow you to reuse the art. For example, in the link you provide, a majority ...


10

Most likely not - I doubt Torque would want their engine to be open-sourced. For a real answer, read the license you signed when you bought the engine. For an even better answer, read the license, then hire a lawyer to read the license. What you may be able to do is distribute the Torque modifications as a patch. Anyone who has the engine source will be ...


10

Open Source C++ 3D Engine available for Android: Ogre3D: the best open source 3d engine but it is a large framework Irrlicht: good performance, light framework. I use it libgdx: Java API with NDK code


9

Short Answer: Yes, as long as the codebase differs from the cloned project in its implementations. (i.e. You don't directly use code from the original game) Long(er) Answer: This entirely depends upon the legal copyrights set forth by the original creator. By default, U.S. copyright law automatically grants copyright ownership to the original creator of ...


8

In my experience the people who are capable of writing their own engine from scratch are likely more technical than the people who can't. That being said, you may be hard pressed to find features that you can add to their code on your own and be of any use. I would take one of two approaches to this: Join their open source project. This seems obvious, ...


7

I-am-not-a-lawyer but, my two-cents. Atleast in the United States, without a formal transfer of copyright each developer would own the work that they do. This is usually accomplished in the Employment Contract when you are hired by a company: See Works made for hire


7

No, but there is little difference between a PS3 game and a game for any other platform. The only thing that defines it as a PS3 game is the use of the PS3 APIs for graphics, IO, etc, all of which would have to be removed since they are under heavy NDA. If you want to look at game code, maybe check out Doom or Quake (both are GPL now).


7

The venerable Quake (ID tech) engine design has withstood the test of time and is probably the most successful game engine design of all time. Everything besides the renderer has been largely unchanged since the late mid 90s and is still used in modern games like ETQW. Full source code for four iterations of this engine (Quake 1 through 3, plus Wolf ET) is ...


7

"Should I even bother?" + "Where do I begin without XP in game development" Sorry, but the simple answer is No The long answer is that MMO's are the hardest possible type of game to develop, with open-world titles being the only other thing close to as difficult. They often take teams of several hundred people with a wide range of skills, massive costs ...


7

First off, this is a question and answer site, rather than a project finding site. Secondly, you can only get an SDK for the Xbox if you are a licensed developer and pay a lot. So I doubt you'll find an open source one. However, you can create Xbox Live Community Arcade (?) games with XNA and C#, for $99 a year for a license. They won't be open source, but ...


7

My gf is a professional illustrator so I asked her to help me out on my latest game as I wanted more commercial level graphics. I now know why the credits at the end of the game go on for so long. In a 2d game each character sprite is drawn 30 to 40 times depending on the depth and that takes a lot of time. 3D textures take even more time when you think ...


7

No. Notch said at some point that he plans to release the sources once the game is no longer selling, but that was WAY before it got this big. And yes, it's still selling.


6

Battle for Wesnoth is a: Free, turn-based tactical strategy game with a high fantasy theme, featuring both single-player, and online/hotseat multiplayer combat Free as in open-sourced, under GPL. I just found/downloaded it, so can't say what the gameplay is like yet, but it's gotten great reviews. Nor do I know if their code is "well-organized" ...


6

The Ogre3D rendering library is pretty close to engine code and from all accounts I've heard is very well designed and very OO. http://www.ogre3d.org/


6

I pulled some audio gems from my memory with help from Wikipedia. Ardour (OS X, Linux) - DAW RoseGarden - DAW Linux MuliMedia Studio - FLOSS FL Studio clone PureData - FLOSS alternative to Max/MSP. Good for prototyping audio effects and - - dynamic music systems. Spore devs used this for generative music OpenMPT (ModPlug) - Tracker, useful for music on ...


6

Disclaimer: I'm not a lawyer. Game play can't be copyrighted so you're definitely safe on that aspect. Is it ok to distribute the source of my clone? You certainly are. You are the owner of the code. However, you cannot distribute the game's graphics. Using them in the game is allowable because they are separate works, so long as the user provides ...



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