Torque 2.0 MIT License Questions
by joey r · in Torque 3D Beginner · 05/11/2013 (11:23 am) · 12 replies
Hi, I have a few questions about this new free to use open source Torque 3D. First off, I like it a lot.
Okay, first, can I sell the games I make with torque 3d on the MIT License? (i'm not good at reading licenses)
Second, how do I compile the exe of my game? I can't find toolbox anywhere, and don't know if it is in the project manager now. I can't find it in the project manager because there's nothing to press. I am mostly concerned on how to compile my game. Thanks
Okay, first, can I sell the games I make with torque 3d on the MIT License? (i'm not good at reading licenses)
Second, how do I compile the exe of my game? I can't find toolbox anywhere, and don't know if it is in the project manager now. I can't find it in the project manager because there's nothing to press. I am mostly concerned on how to compile my game. Thanks
#2
you need to download Project Manager from GitHub
github.com/GarageGames/Torque3D
05/11/2013 (2:28 pm)
yes, your free to sell, give away etc. what you make with Torque3D.you need to download Project Manager from GitHub
github.com/GarageGames/Torque3D
#3
this will create the needed build files.
in buildFiles/VisualStudio xxxx (choose the version of visual studio you have) you will find the 'game name.sln' load this into visual studio and compile it.
remember to compile the debug version if you want to debug your game as well :-)
05/11/2013 (2:33 pm)
you need Microsoft Visual Studio, once its installed with DirectX, PhysX etc. in your game directory run the 'generateProjects.bat'this will create the needed build files.
in buildFiles/VisualStudio xxxx (choose the version of visual studio you have) you will find the 'game name.sln' load this into visual studio and compile it.
remember to compile the debug version if you want to debug your game as well :-)
#4
Your new project will go in the folder "Torque3d/My Projects/YourProjectName" and comes with a pre-compiled EXE. If you want to start making code changes and rebuild you'll find VS solution files in "Torque3d/My Projects/buildFiles"
To actually build the engine you'll need the June 2010 DirectX SDK installed (http://docs.garagegames.com/torque-3d/official/content/documentation/Setup/DirectX.html).
05/11/2013 (3:05 pm)
If you've downloaded the pre-compiled zip of MIT 3.0 you should be able to jump straight to creating a project in the Project Manager. Just load it up, hit the new project button near the top, and name it. You probably won't need to mess with anything in modules.Your new project will go in the folder "Torque3d/My Projects/YourProjectName" and comes with a pre-compiled EXE. If you want to start making code changes and rebuild you'll find VS solution files in "Torque3d/My Projects/buildFiles"
To actually build the engine you'll need the June 2010 DirectX SDK installed (http://docs.garagegames.com/torque-3d/official/content/documentation/Setup/DirectX.html).
#5
Also @Henry
I didn't mean like that, I meant packaging the project like the old Torque and packaging the raw files
05/11/2013 (3:33 pm)
Thank you guys very much, if I need more help I will post another replyAlso @Henry
I didn't mean like that, I meant packaging the project like the old Torque and packaging the raw files
#6
05/12/2013 (1:39 pm)
@David, could you help me with this? When I open up Visual C++ and try to build the project, it gives me a list of .lib files I don't have like "Game name.lib". How do i get these files? Thanks.
#7
docs.garagegames.com/torque-3d/official/index.html?content/documentation/Setup/O...
make sure you follow the setup instructions.
Its important to remember that Torque uses the default versions of Visual Studio 2008 & 2010 I haven't tried 2012 so can't comment on that one.
05/12/2013 (6:49 pm)
first off make sure you have all the required files installed like DirectX, PhysX etc.docs.garagegames.com/torque-3d/official/index.html?content/documentation/Setup/O...
make sure you follow the setup instructions.
Its important to remember that Torque uses the default versions of Visual Studio 2008 & 2010 I haven't tried 2012 so can't comment on that one.
#8
Edit: Make sure have you the latest DirectX SDK and that you are using Visual Studio 2008 or 2010. I have 2012 (pro) but it doesn't work well with it.
05/12/2013 (7:08 pm)
3.0 comes complete with the project manager and makes things easier as long as you do not have coded addons (such as AFX 2) that need to go with it. It can be downloaded here: http://mit.garagegames.com/Torque3D-3-0.zipEdit: Make sure have you the latest DirectX SDK and that you are using Visual Studio 2008 or 2010. I have 2012 (pro) but it doesn't work well with it.
#9
Seriously?
From http://opensource.org/licenses/MIT :
It's only 171 words. It says you can do anything you want as long as you include the copyright and license notices with it.
05/12/2013 (8:53 pm)
Quote:
Okay, first, can I sell the games I make with torque 3d on the MIT License? (i'm not good at reading licenses)
Seriously?
From http://opensource.org/licenses/MIT :
Quote:
The MIT License (MIT)
Copyright (c) <year> <copyright holders>
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
It's only 171 words. It says you can do anything you want as long as you include the copyright and license notices with it.
#10
Suppose this: i want to make an fps so i buy fps starter pack, fps music pack and ai pack for a total of 180 dollars
I make some textures and additional models for my game..
Then i sell my game with a license that says that the final user can SELL, modify, edit etc my game.. is it right?
09/21/2013 (2:56 am)
I'm a bit confused..Suppose this: i want to make an fps so i buy fps starter pack, fps music pack and ai pack for a total of 180 dollars
I make some textures and additional models for my game..
Then i sell my game with a license that says that the final user can SELL, modify, edit etc my game.. is it right?
#11
09/21/2013 (8:00 am)
No, you have to take into account the licenses of the additional stuff you add and with commercial add-ons, you cannot allow other users to redistribute your product unless you have the persmission of the authors of your add-ons.
#12
Take some time to understand software licensing and study the major licenses out there: MIT, BSD, GPL, LGPL, Mozilla, Creative Commons, etc. Also study licenses from entities like Microsoft, ID Software, Valve, GarageGames, etc. Understanding the differences of these licenses will help you not make mistakes when it comes to software licensing and re-licensing.
09/21/2013 (8:32 am)
I would be very careful of going into the software business without an understanding of copyright, trademark, and licensing. Or hire a lawyer/IP consultant (IP lawyer?). Depending upon the software and algorithms involved you might even need some patent expertise (much less prevalent in games, but still a possibility).Take some time to understand software licensing and study the major licenses out there: MIT, BSD, GPL, LGPL, Mozilla, Creative Commons, etc. Also study licenses from entities like Microsoft, ID Software, Valve, GarageGames, etc. Understanding the differences of these licenses will help you not make mistakes when it comes to software licensing and re-licensing.
joey r