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Retro game engine for developers that enjoy creating games like it's 1997

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Re: Retro game engine for developers that enjoy creating games like it's 1997

#72

Earlier quoted context omitted.

That's an argument, but I belive it wouldn't stand up in court. If you have something like the JVM, you can make a case that the program and the JVM are separate works. If you have something like Quake, I don't think that would hold up, I would consider the bytecode and Quake to form a combined work. At best, I think you would be testing in-court what a "derived work" is or what it means for a work to be "based on" a…

FWIW, the source to Quake's bytecode (progs.dat, written in QuakeC) is available under the GPL. I think, since the bytecode source was distributed separately from the engine source, you could get away without distributing later bytecode source as long as you start from scratch.

The key difference about the bytecode is that the sources are available under terms other than the GPL, but the SDK license they use does not permit commercial exploitation. I think you could distribute an open source Quake + open source progs.dat, but I don’t think you could really mix and match (distribute open-source Quake + your own closed-source progs.dat, as one product).

Re: Retro game engine for developers that enjoy creating games like it's 1997

#73

Just a few days ago I was searching on how to implement a software renderer. I remember enjoying the software rendered of quake much more than the opengl version. Great project!

If you dig software rendering: https://github.com/ssloy/tinyrenderer https://www.youtube.com/watch?v=HQYsFshbkYw https://www.youtube.com/watch?v=Y_vvC2G7vRo&list=PLEETnX-uPt... https://www.amazon.com/Tricks-Programming-Gurus-Advanced-Gra...

Mandatory reading: Michael Abrash’s Black Book, available freely and legally online at https://github.com/jagregory/abrash-black-book

Re: Retro game engine for developers that enjoy creating games like it's 1997

#74

Earlier quoted context omitted.

I think when engineers answer these questions it's easy to get bogged down in issues like whether something is a single process linked together or whether you have multiple processes communicating with one another. I don't think these arguments have serious legal merit. The question at hand is whether the game you are making is a work based on the engine. If true, to comply with the GPL you must release source. Estab…

In either case, the game isn't much use without assets... and those can be copyrighted separately from the executable.

That’s not really true, you can swap out the assets for your own. People do this. You just have to swap out all the assets.

Projects vary between “total conversions”, which give you essentially a new game with the existing engine, to things like Freedoom, which are complete sets of replacement assets for the stock game. Freedoom isn’t really a different game from Doom, but it combines the GPL Doom source with a new set of assets so it’s completely free.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#75

Earlier quoted context omitted.

i lowkey kinda feel that the pervasive gamer hype about half-life 3 (for example the "hl3 confirmed" meme was extremely pervasive) made valve feel like it would be impossible to match the hype, and any flaw would be hyper focused. maybe now that it's faded a bit there won't be as much pressure. or i could be wrong about that mattering.

The book "The Final Hours of Portal 2" has a section where they explained how much pressure they felt to try and have Portal 2 live up to Portal 1. Even effectively shutting down development of of other games for 2 months so the whole company could focus on prototyping experiments for new gameplay concepts that could be incorporated into Portal 2. I would not be surprised of the pressure they feel for Half-Life 3 to…

Team Fortress 3 when

Re: Retro game engine for developers that enjoy creating games like it's 1997

#76

I know this will probably get buried here, but like - I want to try this. I was a huge fan of Quake 1 and 2. How the hell do I get started? (Note: I'm not a programmer, I'm a marketer. I know just enough PHP/JS to be stupidly dangerous.)

Even for all the hours I poured into the MP part of Q2/4 and Q3 I could just not get into the theme/mood/lore of those games. Q1 on the other hand... played the original and extensions back to back many times, and creatively tinkering with the editor to the limits of the engine, as well a hacking terrible things in QuakeC. Although more limited, QuakeC was so much more approachable than the later "real" C++ stuff, and incredible fun to tinker with!

Re: Retro game engine for developers that enjoy creating games like it's 1997

#78

This is a cool project! - CMake, yay! These make generating build files for a variety of platforms (even Windows) a breeze. It also works with code completion stuff (CLion IDE, KDevelop both have CMake-based projects) - I like how it splits stuff up as well ( https://github.com/klaussilveira/qengine/tree/master/src/gam... ). - As for vendorizing SDL2, there is an opportunity for optimization: The shared libraries and…

> As for open sourcing, I'd approach it in a different way: I'd release reusable components under a permissive license (e.g. MIT, BSD, ISC, zlib, etc.) and keep any creative work product code/source files private.

I don't know how much the author has control here; it is derivative of id's Q2 engine which was open sourced as GPL.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#80

I know this will probably get buried here, but like - I want to try this. I was a huge fan of Quake 1 and 2. How the hell do I get started? (Note: I'm not a programmer, I'm a marketer. I know just enough PHP/JS to be stupidly dangerous.)

Get started at making games? I feel like there might be easier paths out there these days other than relying on 20 year old engine.
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