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f13.net General Forums => Game Design/Development => Topic started by: Soln on January 17, 2006, 06:25:04 AM



Title: Open Source Components
Post by: Soln on January 17, 2006, 06:25:04 AM
I was looking at the credits of Eve last night while playing, and notice they credit Ogg Vorbis, JPEG and some open Font project.  I suppose I shouldn't be surprised that a good team is using open source, but I was.  Anyone know of any other similar examples?  I'm referring not to tools like Blender, but libs and enabling technology like Ogg Vorbis.  Thanks.



Title: Re: Open Source Components
Post by: Krakrok on January 17, 2006, 10:45:42 AM

Eve is also using Stackless Python too. The DAOC servers runs on Linux as far as I remember.


Title: Re: Open Source Components
Post by: Stephen Zepp on January 17, 2006, 11:23:39 PM
Anything made with GarageGames technology (TGE, T2D, TSE) uses opensource libs just like mentioned: ogg/vorbis, jpeg, theora now with our TGE 1.4 release.

Minions of Mirth bound python on top of the stock Torque scripting language as well, although that isn't common.

Finally, while it can't be used commercial, our Torque Network Library actually has an opensource license.

Sorry to pontificate on GG stuff, but hey, it is my day job ;)


Title: Re: Open Source Components
Post by: Trippy on January 18, 2006, 12:31:41 AM
A number of game companies have used Ogg Vorbis for sound including Epic for UT 2003 which was one of the earlier games to do so I believe. WoW uses Lua for their UI scripting engine and Civ IV uses Python for their AI/game scripting.


Title: Re: Open Source Components
Post by: Soln on January 18, 2006, 07:21:15 AM
Anything made with GarageGames technology (TGE, T2D, TSE) uses opensource libs just like mentioned: ogg/vorbis, jpeg, theora now with our TGE 1.4 release.

Minions of Mirth bound python on top of the stock Torque scripting language as well, although that isn't common.

Finally, while it can't be used commercial, our Torque Network Library actually has an opensource license.

Sorry to pontificate on GG stuff, but hey, it is my day job ;)

Thanks Stephen.  I have an indie Torque license and recommend it to all.  I presumed you guys use OpenSSL and other, but I haven't been able to find a list of credits.  I'll post a question to the forum later.  Thx.


Title: Re: Open Source Components
Post by: Yegolev on January 18, 2006, 09:41:37 AM
We dont' make or run games, but our massive IT enterprise is littered with open source.  Good examples are openSSH and Vim.  Perl comes with everything these days.  Bad examples are Linux servers.  My team's documentation server is Apache on AIX.  We are looking at replacing our shit-shit-shitty CD/DVD jukebox with a Linux ISO server, since AIX nfs does not work on ISO images.  Generally we only roll out opensource products when there is no real commercial alternative.


Title: Re: Open Source Components
Post by: Stephen Zepp on January 18, 2006, 10:27:36 AM
Anything made with GarageGames technology (TGE, T2D, TSE) uses opensource libs just like mentioned: ogg/vorbis, jpeg, theora now with our TGE 1.4 release.

Minions of Mirth bound python on top of the stock Torque scripting language as well, although that isn't common.

Finally, while it can't be used commercial, our Torque Network Library actually has an opensource license.

Sorry to pontificate on GG stuff, but hey, it is my day job ;)

Thanks Stephen.  I have an indie Torque license and recommend it to all.  I presumed you guys use OpenSSL and other, but I haven't been able to find a list of credits.  I'll post a question to the forum later.  Thx.

Not within the tech itself, but as needed for dev requirements, absolutely.

We also company recommend to employees interns just about all open source applications: OpenOffice, Firefox, Thunderbird, etc.


Title: Re: Open Source Components
Post by: Krakrok on January 18, 2006, 11:32:22 AM

I've also implimented (as third party plugins) wrappers of Python, Audiere, and Ogg Vorbis for use in 3D Gamestudio.


Title: Re: Open Source Components
Post by: Soln on January 18, 2006, 11:45:22 AM

I've also implimented (as third party plugins) wrappers of Python, Audiere, and Ogg Vorbis for use in 3D Gamestudio.

that's an eye catcher -- WTG.  Any info on it off yer blog?


Title: Re: Open Source Components
Post by: Krakrok on January 18, 2006, 04:17:19 PM
No, the all of the third party plugins I've implimented for 3DGS are available here (http://www.peacekeeper.com/3dgs/). Most of them were written for A5.24 and A5.55+. Any of the graphical plugins I implimented for it no longer work in A6.3+ because the Acknex engine has switched to DirectX9 and there is no Delphi SDK for Acknex 6.3+. The non-graphical plugins like the Python wrapper still work in the latest version of Acknex 6 with some minor tweaking.


Title: Re: Open Source Components
Post by: Soln on February 02, 2006, 12:08:42 PM
Anyone familiar with Irrlicht (http://irrlicht.sourceforge.net/)?  Good/bad/indifferent?  And why?.... /discuss


Title: Re: Open Source Components
Post by: Viin on February 02, 2006, 01:53:50 PM
Unless you are planning on selling the game .. which I'm not sure you can do anyways, depending on what open source license they use .. why not use Valve's Source engine (http://developer.valvesoftware.com/)? It's got awesome tools, great tutorials, and an available playerbase.