[Bf-committers] What is the status of YoFrankie?

Sinan Hassani sinan.hassani at gmail.com
Wed Feb 13 19:46:39 CET 2013


Hi Tom,

You are correct in that the details on how this would work is not clear 
yet. I will discuss the details in my next meeting.

Another important requirement for a game to get accepted is that it must 
run at minimum 30 FPS on specific hardware they would use for evaluation.

Sinan

On 13-02-13 01:22 PM, Sinan Hassani wrote:
> No 'exclusivity' with respect to the engine. As soon as a demo is 
> release publicly, all code has to be released under GPL back to the 
> BGE. Probably as patches for code review, not direct svn commits.
>
> When it comes to the content and assets, part of the deal my include 
> creating new python scripts, assets, levels, blend files, etc that 
> would have to be exclusive to Intel for about 6 months. That extra 
> content would have its own license for redistribution during that 
> period. After the period is over, I have to make sure the deal I have 
> with Intel would allow the content to be licensed back to the public.
>
> So details still have to be worked out to see if this is possible with 
> YoFrankie! license.
>
> We will also take special care to make sure we don't use any logos (no 
> Blender logos, YoFrankie! logos, etc). Only attribution in the 
> start-up screen will be given.
>
> Sinan
>
> On 13-02-13 12:42 PM, Tom M wrote:
>> Hi,
>>
>> I'd certainly recommend using Yo Frankie.  It has proven assets,
>> proven game logic, etc.  So the amount of time you need to 'get up to
>> speed' is much less.  Mostly just making sure things work well with a
>> touch UI, and perhaps some work to improve quality.  You might also
>> want to see if Pablo (who did a lot of the character and asset
>> creation) is available.
>>
>> I'm not sure how you could manage 'exclusivity' though, since the
>> content is CC licensed and the engine is GPLed.
>>
>> Good luck,
>>
>> LetterRip
>>
>>
>



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