Game Development Community

You don't have to hide your source-code

by Vincent Ellis · in General Discussion · 01/03/2014 (9:58 am) · 26 replies

I have noticed a certain attitude towards closed-source projects around these parts, which is very odd and annoying for me, coming from an open-source background. Most people have many experimental projects under their wing and they protect that code like hell, instead of sharing with everyone else. Which is odd, because:

- You're not the best programmer in the world and you're not a genius. But you can try to be, if you open-source your code, allowing better programmers to fix your code or make more elegant implementations. And you can teach less experienced programmers by allowing them to read your code. I have lost the count of how many times i learned and taught other people from simply open-sourcing my code and discussing it with everyone involved.
- You're killing the community. There's already too little interest and activity in the T3D forums and community, and by closing your source and hiding your expertise, you're slowly killing the interest in everyone else.

www.gamedev.net/page/resources/_/business/business-and-law/you-dont-need-to-hide...

I guess that everyone should embrace GarageGame's attitude of opening up and contribute to the T3D community, making sure it stays active. Publish your stuff to GitHub, long live T3D!
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#21
01/04/2014 (5:37 am)
@Vincent there is also the other aspect that the ID engines are under GPL, you are not allowed to hide your code.. You have to make it public, which is not the case with T3D. This is also why no one makes commercial games in the ID engines. Atleast not with the open-source license of the engine, it's simply illegal not to provide the source for your engine and your game, so the ID engine is a bad comparison. You could compare T3D with OGRE or a similar engine, but you should still take community size into account.

So what I'm getting at here is, that while it is a fine discussion, we should really exclude examples since there are no other engine (afaik) that is a good comparison with T3D (since they either have another license, or have a bigger community).
#22
01/04/2014 (5:47 am)
Adding to that: Even though the OGRE community is bigger, it still takes a long time to evolve [their code]. They struggled with their art path for several years, for example.
#23
01/04/2014 (8:35 am)
I just wanted to say, that people should consider taking this chance that we are given with Torque3D and make something out of it. Never before there has been a game engine so complete and released under such a liberal license. We depend on open sourcing, if we want to keep it this way.
#24
01/04/2014 (9:47 am)
Duion could not have said this better: we depend on open-source and we should cultivate the culture.
#25
01/04/2014 (11:39 am)
Then go do it!

All I can see are people complaining nothing happens, but they're not doing anything either. I've been here for 10 years and it's always been like this.
#26
05/26/2014 (1:44 pm)
I don't say much that often, but yeah, stop complaining and do something :)
I release that which I don't plan to use or get stuck on if I want help.
Some things I don't such as my master server code and Updater Application.
If my game goes bust.. I'll look into release. altho I may go commercial on the updater app and release on the master code :)
A good example was my release of the Tank code, which at some point I'll
put back in.. got other things to sort out, let others have at it lol
And shoot, now that I remember, me and another guy did open source on
an attempt at streamed terrain using algorythyms, years ago :)
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