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BeOpen.com: Games: The Boundary of Open Development?

Jun 28, 2000, 14:28 (2 Talkback[s])
(Other stories by Sam Williams)

[ Thanks to BeOpen for this link. ]

"To help determine the natural boundary between Open Source and closed source game development, BeOpen consulted with two of the leading members of the Linux gaming community. Scott Draeker is the president and CEO of Loki Entertainment Software, a software company that specializes in porting popular PC-based games over to the Linux platform. ... Jorrit Tyberghein... is a volunteer project leader for Crystal Space, an Open Source, LPGL-licensed 3D engine."

"BeOpen: Computer games represent an interesting frontier for Open Source development. Unlike other desktop applications, games tend to be hybrid organisms -- half software program, half artistic work. How do you balance the strengths of the Open Source development model with the entertainment demands of the medium?

Draeker: ...What does make sense is to use as many Open Source tools and libraries as you possibly can. A game developer using OpenGL, OpenAL and SDL could spend more time concentrating on the game aspect of the project and less time writing software that already exists. Open Source solutions reduce costs and development time for both commercial and shareware games. They also promote open standards which improve the user experience and the reliability of your product.

Tyberghein: I think that the Open Source development model is at least useful for the coding part of a game: the 3D engine, physics, AI logic, even game logic. I'm not sure about the art that is used in a game -- i.e. textures, models, sounds, music, etc. I don't think the current Open Source licenses can easily be used for those..."

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