I usually just leave off commenting, but I personally don't think this is 
appropriate for this list. 

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On 24/08/2011, at 2:38 PM, BGB <cr88...@gmail.com> wrote:

> sorry, I don't know if anyone here will find any of this interesting.
> 
> 
> I just recently ran across a project (Xonotic) which shows something 
> interesting:
> Quake1 derived projects are apparently still ongoing, and managing to deliver 
> reasonably good looking games (sort of surprising, really, as I had thought 
> Quake1 had mostly petered out several years ago...).
> 
> 
> this points out something:
> the only "real" drawback of the Quake engine is mostly that it is GPL.
> say, if one uses it, they are either stuck making a GPL'ed game, or having to 
> license an engine such as Source or idTech4 or similar, and possibly remake a 
> lot of their content to fit the engine (since these engines are not really 
> either particularly backwards compatible or cross-implementation compatible).
> 
> I am almost left thinking that maybe something "sort of like the Quake 
> engine, but available under an MIT or BSD license" might be better, as then 
> one can use the same engine for both open-source and proprietary games.
> 
> but, one can argue:
> "but, hey, isn't the Linux kernel GPL, and people can use it for lots of 
> stuff?..."
> but, this is partly because of an oddity of how the GPL is interpreted 
> (mostly by Torvalds and friends), namely that in this case, the GPL only 
> applies to the kernel itself, but not to anything run on top of the kernel 
> (this is a special case mostly for things like VM's and OS's, where the GPL 
> doesn't apply from one to the other).
> 
> (also, a lot of what is done with the kernel in commercial settings involves 
> the use of loopholes, which I guess sort of puts the rage on RMS...).
> 
> the problem though is that it doesn't likely apply to games, since a game can 
> be considered a "single program" (because it is generally all code in the 
> same process and often directly linked), meaning that the GPL would apply 
> itself to the entire work (unless of course, all of ones' content were purely 
> data-files and scripts, where the VM special case could apply).
> 
> 
> well, my own project is sort of "Quake-like", but is not derived from the 
> engines' source.
> I am almost left wondering if I should just release the whole damn thing as 
> MIT as, otherwise, I am not likely to really make any money off this, and my 
> engine is still "less good" than many of the modern Quake-engine variants 
> around.
> 
> also, as has been mentioned before (on here, I think), my creative and 
> artistic skills are notably lame, which is a problem (this being a large 
> portion of a 3D game project).
> 
> 
> BTW: if anyone wonders what my BGBScript language was mostly intended for, 
> the above is part of it (sort of, me and "goals" is a bit uncertain, but 
> game-scripting was a major potential usage domain, as was scripting for 3D 
> tools and similar).
> 
> 
> but, yeah, it could all matter if, say, in the future game engines became 
> more like open platforms which people can build-on, rather than one-off 
> pieces of technology intended for delivering a particular game, and ideally 
> without the same level of vendor lock-in which has traditionally been the 
> case (or the need to license engines or pay royalties to deploy games or 
> stand-alone content for them...).
> 
> 
> or such...
> 
> 
> _______________________________________________
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> fonc@vpri.org
> http://vpri.org/mailman/listinfo/fonc

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