X.org, distributors, and proprietary modules
X.org, distributors, and proprietary modules
Posted Aug 16, 2006 5:57 UTC (Wed) by drag (guest, #31333)In reply to: X.org, distributors, and proprietary modules by elanthis
Parent article: X.org, distributors, and proprietary modules
"Even given that I know how to code, which I do, I still completely lack the time or resources to make my ideal game, and there certainly isn't an OSS game I could springboard off of. I'd have to do everything from the ground up."
What do you mean there is no OSS game for you to use?
GPL'd Quake3 not good enough for you?
Ogre3d gaming engine not good enough for you? Crystal Space not up to scratch?
This is the shit I am talking about. You're so convinced that only closed source companies are capable of making good video games that you don't even pay attention to what is happenning around you.
And you not alone. Most people don't even know this stuff exists. All the focus is on getting stupid Wine to work.
Have you ever seen the game mod community?
People take gaming engines based on Quake3, Enemy Territory, Quake2, UT2004, Halflife2.
COUNTERSTRIKE was one of the most popular game of all times and it was a MOD that was made at no cost and freely downloaded!
They don't charge money for any of it. But they all come from a Windows culture were closed source is natural and you should restrict access just because it's how it's done.
Linux needs to cultivate a culture of making games and making 3d stuff easy and 'just work'. Wings3d and Blender should be made aviable right beside Gimp. GTKRadient should be a standard feature.
How many hundreds of games have hobbiests produced? I remember back when Quake2 was popular it was easy to make models for it. People made litterally THOUSANDS of models. Out of those there were at least nearly a hundred that were as good or better then the ones that Quake2 actually came with.
A lot of these things come realy damn close to the quality that top commercial games offer.
Ogr3d and CrystalSpace as well as a couple other game engines are Linux centric and completely open source with support for a veriaty of scripting languages. These things can be used to produce graphics and such that are as high quality as anything else out there. Exceptionally fast, flexible, and Free software. Most of the end users are Windows folk though.
All you need is something fun you want to do. Lots of people do it all time. Lots of programmers would love to make decent games. In fact the majority of programmers seemed to want to become programmers because of games they played.
You need to make it easy for artists and sound people who want to play around to make stuff and they will. It happens all the time.
The stuff is starting to pick up more and more. It's slow, but open source stuff is gaining momentium.
Even it's just as the basis for indie game makers, I can live with that. Python for instance is probably one if not the most popular scripting languages in games, commercial or not. LibSDL is a very popular API used by many indie gamers. Runs on directx in windows, opengl in Linux. Much easier to use then either and games are much easier to port.
