It would be too chaotic to work together from beginning, so one should start with creating the base of the engine. But who?
(I think simply take the CREngine wouldn't bring much.)
(I think simply take the CREngine wouldn't bring much.)
I don't quite get what you are asking exactly. Can you restate your question?
He just want to know, whos the man with the cap on the head in things of Engine Coding :)
Err, no, further improving the existing code base is the whole point of this project. Newton unfortunately started with the forum and discussions before Redwolf Design published the code, so we can only use this forum to discuss while waiting for them/us to do that. But of course I won't stop you from creating a new game from scratch yourself :-)
Ah, now I get it. Like Günther already said:
OpenClonk development will start from the source of the Clonk Rage engine of course. But right now, Matthes did not push the code into the ISC license yet - only said he plans to push Clonk into the direction of Open Source / ISC when the time is ripe. Till then, the development of the engine lies continuously in the hands of the "RWD Mitarbeiter"s (also called: Clonk-Team) - compare with GWE. However, this does not mean that the development of OpenClonk is stalled, the members of Clonk-Team like Günther, Isilkor, PeterW, Sven2, Clonkonaut etc. are the ones who push OpenClonk development the most. It only means that for the time being, the development of only the engine is limited to the former Clonk-Team. You can still give them patches for the engine (as the source for the engine is freely accessable) that they can apply after review and you can still develop and conceptionalize ingame content. And thats (the second) what the community can focus on already right now, even though there is no OpenClonk repository available on sourceforge (yet).
And actually, the faster we develop the content and changes to the engine for OpenClonk, the faster will matthes push Clonk into OpenSource.
Did I achieve in clarifying this to you?
OpenClonk development will start from the source of the Clonk Rage engine of course. But right now, Matthes did not push the code into the ISC license yet - only said he plans to push Clonk into the direction of Open Source / ISC when the time is ripe. Till then, the development of the engine lies continuously in the hands of the "RWD Mitarbeiter"s (also called: Clonk-Team) - compare with GWE. However, this does not mean that the development of OpenClonk is stalled, the members of Clonk-Team like Günther, Isilkor, PeterW, Sven2, Clonkonaut etc. are the ones who push OpenClonk development the most. It only means that for the time being, the development of only the engine is limited to the former Clonk-Team. You can still give them patches for the engine (as the source for the engine is freely accessable) that they can apply after review and you can still develop and conceptionalize ingame content. And thats (the second) what the community can focus on already right now, even though there is no OpenClonk repository available on sourceforge (yet).
And actually, the faster we develop the content and changes to the engine for OpenClonk, the faster will matthes push Clonk into OpenSource.
Did I achieve in clarifying this to you?
> as the source for the engine is freely accessable
It isn't. I suppose we probably could publish it in the same crippled form the CR source code is published, but nobody has done that yet (It's not trivial if it's supposed to compile and work...). Matthes has said that the engine needs to be noticeable different from CR so nobody can use it to get a free CR version. I don't know how far we are away from that, but I hope that we're close. The other blocker is a free set of graphics/objects, which is a bigger problem because there is no plan to create that, yet.
>so nobody can use it to get a free CR version
But how is the regkey-check protected from being removed in the source code?
It won't, that's the point: We need other measures. The plan is to simply make OpenClonk a different game.
If the game is sufficiently different, CR will not be playable using the code base of OpenClonk.
It's forbidden by the CE/CR license, and a regkey-free-game without network has only limited use.
By the way: the DirectX Code have to be deleted (because DX isnt free). Or are i am wrong?
The current codebase of OpenClonk does no longer include source from the DirectX SDK. It still is able to use DirectX for rendering, of course, since the DirectX license permits linking to the libraries (otherwise, nobody would be able to use it).
but it was better using either opengl or directx espeacially when using shaders
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