Game Development Community

Licenses...

by Ryan Berkani · in Torque Game Engine · 11/04/2006 (8:59 pm) · 5 replies

Hey,

I was wondering, for the TSE/TGE License (being per programmer seat), what if an artist uses it for terrain editing? Would they also need to get licenses per artist using it for that purpose?

Thanks,
-Ryan

#1
11/04/2006 (11:03 pm)
From what i understand (read the liscence agreement) they can, as long as they dont have the code, change the code, use the code, publish the code, etc.. but you can make a build to test in for the artist and kick them down the nescisary tools exporters etc... (read the liscence agreement)
#2
11/04/2006 (11:36 pm)
Outside of looking, using, editing or any such cominations or variations dealing with the source code, you can use Torque without a license. You cant give people the source, or let them edit it or anything, but if you give them a compiled exe, all ingame tools, scripts, etc are allowed to be edited.
#3
08/04/2007 (12:51 pm)
So if I understand this correctly, I can include the world editor(s) with my game to allow users who don't own a TGE license to create their own missions for my game?
#4
08/04/2007 (1:58 pm)
As long as they can only create levels for your game, yes. You cannot simply expose the entire set of editor interfaces Torque already has and sell that as a package (that would be a derivative product).
#5
08/04/2007 (9:05 pm)
Well, no, I wouldn't just sell the editors and call them my own. There would be a game to make the missions for. But your answer does lead me to ask how I could make them create levels only for my game? I mean, any .mis file can be used by any Torque game, right?

I think all I'd want to make available is to edit terrain and place objects.

Then again, if there was a way to dynamically paint the terrain and adjust the elevation, etc., then I could just use a simple text file and build the logic for it to create it's own mission from that.