Non-Games and Exporter/Conversion Binaries
by John Rockefeller · in Torque Game Engine · 06/20/2006 (4:28 pm) · 3 replies
Hey everyone
This is a shot in the dark considering the EULA is pretty clear on this, but is it possible to release something other than a game that uses the Torque engine? My friend and I have a pretty unique idea but it's not so much a game as a simulator. I'd imagine as long as we don't bundle the source with the product GG doesn't care :P
Secondly, is it possible to bundle the exporter/converter tools such as the blender plugin or the max exporer with our product? Not the source, but the compiled library.
Thanks!
This is a shot in the dark considering the EULA is pretty clear on this, but is it possible to release something other than a game that uses the Torque engine? My friend and I have a pretty unique idea but it's not so much a game as a simulator. I'd imagine as long as we don't bundle the source with the product GG doesn't care :P
Secondly, is it possible to bundle the exporter/converter tools such as the blender plugin or the max exporer with our product? Not the source, but the compiled library.
Thanks!
About the author
Web developer from Guelph, Ontario, Canada.
#2
If you want to create anything other than a true game with Torque, you will need to get a commercial licence, which is around $500 or so per programmer who has access to the source code (not script). Simulations, educational products, and training apps are considered to be commercial uses of Torque. Machinima (sp?) may also fall into that category, but there are conflicting statements about that. TSE and TGB have similar pricing stratification.
Also, keep in mind that if you become a TGE commercial licencee, you will probably need to upgrade several other products to the commercial versions as well. This includes the ShowToolPro, the Lighting Pack, and most of the character packs.
I hope that helps.
Aaron E.
[Edit: Nicolas beat me to it]
06/20/2006 (4:57 pm)
John,If you want to create anything other than a true game with Torque, you will need to get a commercial licence, which is around $500 or so per programmer who has access to the source code (not script). Simulations, educational products, and training apps are considered to be commercial uses of Torque. Machinima (sp?) may also fall into that category, but there are conflicting statements about that. TSE and TGB have similar pricing stratification.
Also, keep in mind that if you become a TGE commercial licencee, you will probably need to upgrade several other products to the commercial versions as well. This includes the ShowToolPro, the Lighting Pack, and most of the character packs.
I hope that helps.
Aaron E.
[Edit: Nicolas beat me to it]
#3
:D
06/20/2006 (5:22 pm)
This is a good point, thank you all for your responses. What I'll probably end up doing though is working with my current licence of TGE/TSE/TLK until we are ready for release and then pay the fee, that way if the project goes down the tubes I'm not out the money.:D
Torque Owner Nicolas Quijano
The indie license is so cheap to give a chance to anyone to make a game, but that's also why it restricts the domain of application of the license to just games.
As for bundling the tools with your product, I really don't know, sorry.