[Bf-gamedev] BGE to visual Presentation and Blender for easier usage for other gamengines.

Fillippe Chiniara chiniara.fillippe at gmail.com
Thu Sep 26 20:33:03 CEST 2013


But i think i agree with Timur, as i understood the original direction is
to make blender more feature rich for the game artist to export models for
the various engines on the market and not develop the BGE. Blender needs
several features to be useable by professional game artists  , and the
google docs link that he showed is made by industry professionals with all
the features that they want to satisfy their needs. This way blender can be
more used in the industry and more and more studios will use it as an
alternative to the big (and expensive) suites out there.



2013/9/26 Jacob Merrill <blueprintrandom1 at gmail.com>

> Despite anything you say,
>
> My game is intended to be GPL
> So I am developing on the BGE.
>
> If you wish to steer people away from developing the game engine and start
> working on exporters, why don't you go ahead and develop the exporters?
>
> Some people in fact, love the engine,
> and from what I have read, you can in fact sell an exported game, you just
> have to have all of the source files used from blender in the games files?
>
> also any modification to standing code must be open sourced as well,
>
> Anything you create, is still yours.....
> or am I wrong here?
>
> "
> *FAQ #1* - *Can you sell games you make with Blender?**
> Answer* - Yes.
>
> *FAQ #2* - *Seriously? You can sell them?*
> *Answer* - Yes.... Well, only if you make a game that people want to pay
> money for.
>
> *FAQ #3 *- *But games made with Blender are "infected" with the GPL,
> right? So people can redistribute your game freely, and there is nothing
> you can do to stop them, right?*
> *Answer* - Wrong. Your game will not inherit the GPL as long as you do
> not combine your .blend file into the same binary executable with the
> BlenderPlayer (that is, by using the "Save As Runtime" addon). Keep your
> .blend file separate and you can license your game however you like. You
> can work around this by making an empty runtime that calls your external
> game file. (Instructions are in this very old thread<http://blenderartists.org/forum/showthread.php?95406-Tutorial-Using-a-blank-runtime-to-avoid-potential-GPL-concerns>
> .)
> *Answer Part B* - Technically, the GPL cannot force you to license your
> game under the GPL, even if you combine your game file with the
> blenderplayer into a single runtime file. However, if you do make a runtime
> like this and then refuse to release your game under the GPL, you would
> most certainly be violating Blender's license, and there could be very real
> legal consequences to that. Ton and the folks at the Blender Institute are
> very nice people, but they don't appreciate illegal usage of Blender
> software.
> "
>
>
> On Thu, Sep 26, 2013 at 10:59 AM, Timur Ariman <timur_ariman at yahoo.de>wrote:
>
>> Hello People,
>>
>> I thought that the official direction was to make it easier to use (for
>> the users) "more*" open Game engines?
>>
>> I also thought the money that pays the 2 additional devs, is from the
>> Steam workshops which is from people that want to use Blender more in a
>> professional direction which is with the usage of other game engines in
>> mind?
>>
>> *
>> to quote the FAQ site of Blender.org*;
>> "With stand-alone games however, any data that is included inside the
>> actual stand-alone executable is covered by the GPL."
>>
>>
>> the BGE sadly doesn´t work like the rest of Blender;
>>  "whether it's graphics, movies, scripts, exported 3d files or the .blend
>> files themselves - is your sole property, and can be licensed or sold under
>> any conditions you prefer."
>>
>> http://www.blender.org/education-help/faq/gpl-for-artists/
>>
>>
>> I would strongly vote that the coding afford goes into the direction that
>> Blender works better with other Game engines,
>>
>> it would be fine if the BGE gets optimizations but only with the view in
>> mind to make the
>> visual presentation easier.
>> take for example Marmoset Toolbag** this is the direction I wish as an
>> artist, the BGE transforms to, no coding needed to show the Stuff visually
>> as near as possible in the Game engines I would
>> use.(udk,unity,cryengine,source, ogre,Leadwerks, MarmaladeSDK,Construct 2,
>> Game maker and so on) maybe the 2D engines would more remain more on a wish
>> list ;)
>>
>> **
>> https://www.youtube.com/watch?v=Cc_enHQ2br0
>>
>>
>> for the creation part, the Blender Gamedev Requests/Issues
>> List, tells the most important aspects to get Blender to a
>> viable direction.
>>
>>
>> https://docs.google.com/spreadsheet/ccc?key=0AuS_F0ZKX-zTdGxKOEMtRmI2Tno4UUlPZzVfNXB6RHc#gid=0
>>
>>
>> my intention in writing this is to get a 3D program which can be hugely
>> helpful to even professionals (I´m far away from that but I think that is a
>> good road since some of them wrote into the Google document)
>> and opens to the public far more than other solutions with in mind that
>> other programs and solutions can actually be helpful and Blender should be
>> known for the ease of usage for import/export aspects for game engines with
>> a nice visualisation part to make the WYSIWYG available to even the non
>> programmers,  the most artists which would love to use Blender in their
>> creation part for Game engines.
>>
>> maybe I am confusing this mail-list which seems to only focus on the BGE
>> as a Game engine with the Roadmap form here which proposes another
>> direction;
>>
>> http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-beyond/
>>
>> "What should then be dropped is the idea to make Blender have an embedded
>> “true” game engine. We should acknowledge that we never managed to make
>> something with the portability and quality of Unreal or Crysis… or even
>> Unity3D. And Blender’s GPL license is not helping here much either."
>>
>>
>> greetings
>>
>> a regular Blender user.
>>
>>
>>
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>>
>
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-- 
Att,
Fillippe
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