On 24 March 2010 08:29, Dominic Fandrey <kamik...@bsdforen.de> wrote:
> On 23/03/2010 23:54, Zachary wrote:
>> In my other pursuits I ended up interviewing LordHavoc (Forest Hale) about 
>> this
>> and thought you guys might be interested too:
>> http://timedoctor.org/2010/03/forest-hale-interview-about-nexuiz-and-open-source/
>>
>> Hopefully this will put to rest the majority of the issues people have with 
>> the commercial
>> version of Nexuiz
>
> It's kinda sad that people didn't relicense their patches.
>
> This is just why I prefer the 2-clause BSD license. It would have
> spared them the need to reimplement everything. Now the GPL is
> preventing them from getting contributions from a commercial entity.
>

I can bet that any expertise learned by Lord Havoc in the area of
animated models,  font rendering, layering (??), etc.. will have
beneficial returns,  with commits to the darkplaces project in
icculus.org.
Closed source development is different, and these "different" mean
improvements in different areas that are mostly forgotten in a
opensource project.  There can be some cooperation close source
development  + open source development that can achieve much more than
just with closed source, or open source development.  Hell.. all the
modding scene is a open source movement (not free software, just open
source ) with closed source engines and medias, and I don't have to
argue how awesome is the modding scene.

His comment that the models of Nexuiz has not enhanced the players
models from 2005 shows a weakness of open source projects:  media
generation is not a smooth as you may like :-/    You can't totally
blame the lack of open source consciusness artist. People is "happy"
with outdated graphics => you end with outdated graphics.  Yet wen
people write "cutting edge graphics", often is on a unoptimized way
(see Tenebrae) that is useless for practical gaming.   But to change
that, probably you need a cathedral model, where artist and coders
work next to each other.


-- 
--
ℱin del ℳensaje.
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