The developer of Space Engineers, in an effort to support and encourage modding of their game, has released the full source code on GitHub.
And although they haven't decided yet how to grant it, they have set aside $100K to fund projects that mod Space Engineers. They will also handle PR and marketing of mods.
I can think of at least one other game I'd like to see follow this path.
Gamasutra story is here.
Post
Fri May 15, 2015 2:26 am
#2
Re: Space Engineers Dev Releases Source & $100K
That's a very cool and interesting thing to do.
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Post
Mon Dec 28, 2015 6:03 pm
#3
Re: Space Engineers Dev Releases Source & $100K
Talking with Josh in mumble, I think he is keeping engine code to himself (Graphics algorithms, core architecture which allows in-game compiling and crash reports, etc) but he is giving us everything else. It will be pretty much open to anyone who wants to make something with it.
Open Source and free though? I believe Josh said something along the lines of making LT code opensource a few years after release, probably a little bit after LT2
But we need word of god first
Open Source and free though? I believe Josh said something along the lines of making LT code opensource a few years after release, probably a little bit after LT2
But we need word of god first
Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Post
Tue Dec 29, 2015 1:50 am
#4
Eventually, if there comes a day when I move far beyond LT 1.0 and leave that engine behind, I will opensource it so that the community can keep upgrading it (but at that point...I mean, I will probably have released the next LT, so why not just come play that? )
Re: Space Engineers Dev Releases Source & $100K
With the current architecture, LT is basically going to be open-source, because you'll be able to mod anything. The two kind of go hand-in-hand The engine, however, will remain closed-source for some time. I don't really think it's important whether the engine is open-source or not, since I will continue to improve on it and since the entirety of the game (the stuff you guys really care about) is going to be essentially open-source.Hyperion wrote:Talking with Josh in mumble, I think he is keeping engine code to himself (Graphics algorithms, core architecture which allows in-game compiling and crash reports, etc) but he is giving us everything else. It will be pretty much open to anyone who wants to make something with it.
Open Source and free though? I believe Josh said something along the lines of making LT code opensource a few years after release, probably a little bit after LT2
But we need word of god first
Eventually, if there comes a day when I move far beyond LT 1.0 and leave that engine behind, I will opensource it so that the community can keep upgrading it (but at that point...I mean, I will probably have released the next LT, so why not just come play that? )
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Tue Dec 29, 2015 3:29 am
#5
I think that amounts to some sort of endorsement of your reasoning but it's mainly offered as evidence of my willingness to enter strange and sometimes intimidating threads contained in areas of the LT forums where "Here be Dragons" notices have been liberally nailed to the walls.
"Technical" being one of the most daunting and terrifying of the kind.
Re: Space Engineers Dev Releases Source & $100K
Considering I'm one of the none computer professionals that haunt these forums and on several occasions have found your explanations of the dark arts you practice somewhat obscure I find your response here makes perfect sense, Josh.JoshParnell wrote:With the current architecture, LT is basically going to be open-source, because you'll be able to mod anything. The two kind of go hand-in-hand The engine, however, will remain closed-source for some time. I don't really think it's important whether the engine is open-source or not, since I will continue to improve on it and since the entirety of the game (the stuff you guys really care about) is going to be essentially open-source.
Eventually, if there comes a day when I move far beyond LT 1.0 and leave that engine behind, I will opensource it so that the community can keep upgrading it (but at that point...I mean, I will probably have released the next LT, so why not just come play that? )
I think that amounts to some sort of endorsement of your reasoning but it's mainly offered as evidence of my willingness to enter strange and sometimes intimidating threads contained in areas of the LT forums where "Here be Dragons" notices have been liberally nailed to the walls.
"Technical" being one of the most daunting and terrifying of the kind.
Post
Tue Dec 29, 2015 4:32 pm
#6
I'd love to give it a whirl as I'm finding alk computer games quite lacklustre as if late.
Re: Space Engineers Dev Releases Source & $100K
So, for anyone who has seen the source, how much work is required to get space engineers source (SES) to work like LT?Flatfingers wrote:The developer of Space Engineers, in an effort to support and encourage modding of their game, has released the full source code on GitHub.
I'd love to give it a whirl as I'm finding alk computer games quite lacklustre as if late.
Post
Wed Dec 30, 2015 11:26 am
#7
Re: Space Engineers Dev Releases Source & $100K
I don't have it myself, so I can't answer that from personal knowledge.
I just checked the code on GitHub, and while it's not super-active it does appear to be alive: the last commit is marked November 3.
I also wasn't able to find any updates on that $100K fund, but I admit I haven't looked all that hard so far.
I just checked the code on GitHub, and while it's not super-active it does appear to be alive: the last commit is marked November 3.
I also wasn't able to find any updates on that $100K fund, but I admit I haven't looked all that hard so far.
Post
Sun Jan 10, 2016 10:36 am
#8
Re: Space Engineers Dev Releases Source & $100K
That's "id software style". John Carmack et al blew me away when they started to release the sources of their games after some time the technology wasn't so relevant anymore. Heck, they even did it with Doom3, which is really an awesome way to learn how an actual industry grade professional successful money earning game is developed.Hyperion wrote: Open Source and free though? I believe Josh said something along the lines of making LT code opensource a few years after release, probably a little bit after LT2
Post
Mon Jan 11, 2016 9:13 am
#9
http://fabiensanglard.net/doom3/
but I got diverted by the Doom3 SDK documentation page, and happily getting lost in John Carmack vids on Quake
https://www.iddevnet.com/doom3/code.php
I am finding some nice examples from Mr Carmack of what Josh has recently encountered with accessing scripts and performance related problems.
Real interesting stuff
Re: Space Engineers Dev Releases Source & $100K
Indeed - I'm currently working my way through the Doom 3 source code review by Fabien SanglarddrLight wrote:That's "id software style". John Carmack et al blew me away when they started to release the sources of their games after some time the technology wasn't so relevant anymore. Heck, they even did it with Doom3, which is really an awesome way to learn how an actual industry grade professional successful money earning game is developed.Hyperion wrote: Open Source and free though? I believe Josh said something along the lines of making LT code opensource a few years after release, probably a little bit after LT2
http://fabiensanglard.net/doom3/
but I got diverted by the Doom3 SDK documentation page, and happily getting lost in John Carmack vids on Quake
https://www.iddevnet.com/doom3/code.php
I am finding some nice examples from Mr Carmack of what Josh has recently encountered with accessing scripts and performance related problems.
Real interesting stuff