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What about opensourcing the game ?

 
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Digit



Joined: 31 Aug 2006
Posts: 1

PostPosted: Thu Aug 31, 2006 6:17 am    Post subject: What about opensourcing the game ? Reply with quote

I have been playing NERO, and I think it's concept is really original and interesting. But I think, why don't opensource it ? That will allow more portability and a lot of contributions to the proyect. I guess this is mainly because of the Torque game engine you have used, but you can find out a lot of awesome open source game engines like, to say 'sauerbraten'. Furthermore this is not a FPS, and the engine is only a tool for supporting the real point, the learning. Congratulations for your work.
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ikarpov
Normal Turret


Joined: 18 Dec 2005
Posts: 70
Location: Austin, TX

PostPosted: Sun Sep 03, 2006 12:10 am    Post subject: Reply with quote

Thanks,

Open sourcing the game is definitely in our plans - you are right, the only thing holding us back is the Torque license. We are looking at various open source options, such as Irrlicht.
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Igor Karpov
NERO AI Lead
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Ken
Site Admin


Joined: 19 May 2005
Posts: 149

PostPosted: Tue Sep 05, 2006 2:18 pm    Post subject: Reply with quote

Yes we would like to open source but the Torque license is the main issue. Note however that we have released rtNEAT source independently of NERO: http://nn.cs.utexas.edu/keyword?rtneat

Open source engines are an option but note that NERO was started back in 2003 when there were fewer options, and so it's pretty tightly tied up with Torque right now. It would take some effort to separate it from Torque, though that doesn't mean it's impossible.

ken
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