Game Development Community

Committee Meeting Notes: 06/17/2013

by David Wyand · in Torque 3D Beginner · 06/21/2013 (9:13 am) · 10 replies

Discussed This Week
  • Talked about Steering Committee applicants. We're still accepting applications until June 30, so there is still time for us to receive yours!
  • Went through latest Pull Requests
  • Talked about the future blogs we are still going to write.
Here are some procedural things that you guys can feel free to comment on:

1. GitHub Issue Assignment
If you see an issue on GitHub that you would like to work on, just add a comment to the issue stating your intent. Someone on the Steering Committee can then assign it to your account and others will know to not work on that issue.

2. Where to Place Art for Torque 3D
We've seen that a number of artists would like to contribute their prior art to help those working with Torque 3D. This is great! We know that J0linar was looking into setting up a GitHub repo to store these assets. During our meeting we talked about making use of opengameart.org/. By going with a site outside of our community this would both bring attention to our artists, as well as Torque 3D in general. Thoughts?

3. Community Additions Wiki Page
I'll be putting together a blog to highlight this but wanted to mention it here first. We will put together a GitHub Wiki page that lists the community additions from the 4.0 roadmap, as well as the feature requests from garagegames.uservoice.com/forums/178972-torque-3d-mit. On this page we will put people's names that wish to work on these items so others know they are already being taken care of. This should handle the community concern that more than one person (or group of people) are working on the same thing. We can also place any of your projects/features that you are working on your own with the intent to contributing them to the main repository. Thoughts?

- Dave

About the author

A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!


#1
06/21/2013 (10:03 am)
Thanks for the update, Dave.

[edit]Hey there's some good stuff on that www.opengameart.org, might use some of their sound FX :)
#2
06/21/2013 (10:40 am)
I uploaded my things to opengameart, since it was the only real site dedicated to open source overall game art, there are some other sites where you can share stuff, but they are limited in some way.

There is quite some junk on there, because everyone can submit what he wants and most do 2D art, since that is easier.
But if we tell people to use the site, maybe more good things ready to use in Torque get uploaded there and people from here can get some open source ready art there.
#3
06/21/2013 (11:33 am)
agree on the art
part
along with submitting feature art for t3d
@ opengameart
and blendswap

we might just be able to get some more attention for T3D
and maybe even more contributors for the cause

and that should just be the beginning
i do believe that the guys from blenderartist
would happily do a contest
create art for torque
might be worth a try

we will see
but for now it might just be best to wait untill the end of june
before we as in community go new ways
#4
06/21/2013 (12:09 pm)
Blendswap and the blender community is more focused on render scenes and video making, most of the stuff you find there is totally useless for efficient use in game engines.
It's a pity that so many people spend so much time in making good looking models, but they never really get used, because they are technically not well enough.
#5
06/21/2013 (12:39 pm)
i ment submitting
not blindly takin stuff from blendswap

however it is true those models on blendswap aren`t optimized
as in - no lod stages

now see that should be the first requirement to submit art for T3D
-LOD Stages with polycount limits
#6
06/21/2013 (1:58 pm)
LOD Stages are not the problem, if the mesh has good base polycount and good mesh it can be reduced within minutes.
#7
06/21/2013 (5:41 pm)
Blendswap would be cool, for those creating art with Blender. Maybe we need to decide on a standard tag for Torque-ready submissions there.

A community page on the wiki would be a great idea, as well as making it some sort of policy to assign issues to users who want top take responsibility.
#8
06/22/2013 (4:14 am)
I would prefer opengameart, because it is not only for models, you can submit 2D art, textures, skyboxes, sounds, music, GUI-art, etc... whatever there, everything that relates to games, I submit them to blendswap anyway, if I have blender models.
#9
06/22/2013 (7:06 am)
opengameart does has some problem with the license, one will have to be careful not to end up in problems if you use some art from other commercial vendors who require you to enclose your project in some closed file format(like .dll)

Se here:

What do the licenses mean? I'm a commercial (closed-source) game developer. Can I use this art?

Read them careful before using anything.
#10
06/22/2013 (7:48 am)
I know, there are some things you need to know first.
To make it very simple:
CC-BY-3.0 and CC0 (public domain) are safe to use in any way, CC-BY-3.0 needs you to credit the author, CC0 not, but to be nice it is recommend to do so anyway.
All the others are Copyleft licenses, so they require you to release products made with it under the same license or similar license.

Basically that's it.
So put your filter to CC-BY-3.0 and CC0 and if you plan to do a open source only game with a copyleft license, you can take the others as well, but be aware that this is a one-way street.