open-source modules?
by Ben Atwood · in Torque Game Engine · 06/14/2001 (1:30 am) · 1 replies
I have a question about how much control we have over new code we write for the game itself. It's probably best if I descibe a hypothetical situation...
Say I have a great idea for a game that involves allowing users LOTS of freedom when it comes to the actual game: they should be able to introduce new models, animations, behavior/AI routines, graphical effects, etc. The game would control sessions and all the normal parts of a game, but most of the user-side elements should be completely customizable/moddable.
Would it be legal, given the GG/V12 license, to release game-essential source code for independent modules that don't include V12 technology? Or would this be better served by providing non-compiled scripts? Can anyone think of any user-side game elements that can't be altered with the V12 scripting language?
-Ben
Say I have a great idea for a game that involves allowing users LOTS of freedom when it comes to the actual game: they should be able to introduce new models, animations, behavior/AI routines, graphical effects, etc. The game would control sessions and all the normal parts of a game, but most of the user-side elements should be completely customizable/moddable.
Would it be legal, given the GG/V12 license, to release game-essential source code for independent modules that don't include V12 technology? Or would this be better served by providing non-compiled scripts? Can anyone think of any user-side game elements that can't be altered with the V12 scripting language?
-Ben
Torque Owner Jeff Tunnell
Jeff Tunnell GG