Game Development Community

Content Pipeline Question

by Storm Kiernan · in Torque X 2D · 12/04/2009 (3:31 pm) · 6 replies

Does Torque X use XNA's Content Pipeline, or does it use the one that comes with Torque 2D (TGB)? I ask because the XNA license doesn't give anyone permission to sell XNA games (for PC) that use the Content Pipeline provided by Microsoft.

#1
12/04/2009 (4:15 pm)
It uses the Microsoft Content Pipeline - where did you read that it is not allowed?
#2
12/04/2009 (5:53 pm)
This is a quote from Nick Gravelyn on the XNA Creators Club Forums:

//Start Quote
No, no, no. You always should read the EULA; especially if you intend to commercialize your product. There are rules and things in there that you must follow that the FAQs might not address. The FAQs are just for quick reference and are not to be considered the official rules. The EULA is the official rules.
But to address the OP, yes you can sell your Windows game, but there are a few primary caveats with distributing Windows games:

1) You cannot use the content pipeline at runtime. This does not mean you cannot use the ContentManager to load things; it means you cannot use the build-time parts of the content pipeline at runtime. Unless you are making a game editor or some sort of tool, this won't matter much at all to you.

2) You cannot use the XNA networking. The networking bits are not included in the redist installer and it violates the EULA to redistribute the DLLs yourself. So if you want to make a networked game, you'll need to use another networking library like Lidgren.

3) You cannot use the GamerServicesComponent. This is like the XNA networking where the bits are not in the redist installer since it relies on Windows LIVE, just like the networking.

The second two will hopefully be changing soon now that Windows LIVE is becoming a free system, but that hasn't been announced at all. There may also be others that you'll find reading the EULA, but these are the three "big" ones.

I do recommend you read the EULA (it's generally found at C:\Program Files\Microsoft XNA\XNA Game Studio\v2.0\EULA.txt) to be sure that you are following any rules it lays out in terms of distributing or selling your game.
//End Quote

Link: http://forums.xna.com/forums/p/16029/83988.aspx#83988
#3
12/04/2009 (7:01 pm)
You can sell your game on Windows. The EULA simply means that:

"...you cannot use the build-time parts of the content pipeline at runtime."


So...

"Unless you are making a game editor or some sort of tool, this won't matter much at all to you."


#4
12/04/2009 (11:20 pm)
So, I can sell Windows games, but I can't make or sell a game editor? I could really use some more clarification on this topic. All help appreciated.
#5
12/05/2009 (3:18 am)
Since there are a lot of Xbox Community Games that use the Content Pipeline for converting art you will be fine - in case you write a game. When you still have doubts ask Microsoft directly. 2) and 3) from your first post are also obsolete since Games for Windows and XNA Networking are available.
#6
12/05/2009 (8:16 am)
Ok, what it actually means is that you can use your compiled content, ie. the .xnb files, but you can't ship the Content Pipeline exe's etc and build content on the fly, ie. allowing the player to make models in blender and use them in your game via a process you supply to convert the content into .xnb files. Microsoft are not trying to stop you making a game, but the Content converters are their property.