None of the licenses here require you to pay something to the author. However, (L)GPL and CC-BY-SA are all so called "viral licenses" in that they require derivates to be released under the same license. While usually a game's source code and its art assets are considered separate works (and thus the art assets' license doesn't dictate the code's license and vice versa), I'm not sure whether that also applies to Android games because art and code are tightly coupled here. Therefore, if you don't plan to release your game under a Free Software license, you should probably stick to CC0 and CC-BY. For a full explanation of each license, refer to qubodup's reply.
Where did I say that you should render the interior if you're not inside? Actually, one of the advantages of a modular system is that you don't have to render one or the other if it isn't visible, andd that your interior can be larger than the exterior, which both isn't possible if you have one big manifold mesh as you suggest. Sure, a manifold mesh might save you a few hundred or even a few thousand polys over a non-manifold mesh, but that's literally nothing on modern hardware. Additionaly, only a small fraction of games is GPU-bound anyway; as far as I know, most games are CPU-bound. So why waste your artist's valuable time on something like this? And even if you later realize that you need to save those few polys, you can still take your modules and manually merge them into a single, manifold mesh; the reverse would probably be much harder.
I still think it makes more sence to split such a structure into several modules, e.g. single towers/wall pieces, and simply merge all static meshes into one big static mesh when loading the game.
If you will see something like that in a modern game it is probably build out of one mesh, at least each part of the house [...].
I disagree. This might be the case for certain genres where reusing assets is not desired/necessary, such as arena shooters, but in modern open world games, structures and interior are most certainly built from flexible, modular pieces. See for example this excellent article that covers the level creation workflow at Bethesda.
Yeah, I think it's already been pointed out in the forums that the counter apparently counts the downloads for each filename, not for each unique file. It would probably make sence to switch to a SHA-1 based approach,
I've deleted the submissions without a preview. Please don't submit duplicates, there's an edit button if you need to change something.
Cool! Thanks, bart.
None of the licenses here require you to pay something to the author. However, (L)GPL and CC-BY-SA are all so called "viral licenses" in that they require derivates to be released under the same license. While usually a game's source code and its art assets are considered separate works (and thus the art assets' license doesn't dictate the code's license and vice versa), I'm not sure whether that also applies to Android games because art and code are tightly coupled here. Therefore, if you don't plan to release your game under a Free Software license, you should probably stick to CC0 and CC-BY. For a full explanation of each license, refer to qubodup's reply.
How about Sinbad, the OGRE3D mascot?
Yeah, I guess it would, although you should probably keep the compilation process simple and not require too many dependencies.
Where did I say that you should render the interior if you're not inside? Actually, one of the advantages of a modular system is that you don't have to render one or the other if it isn't visible, andd that your interior can be larger than the exterior, which both isn't possible if you have one big manifold mesh as you suggest. Sure, a manifold mesh might save you a few hundred or even a few thousand polys over a non-manifold mesh, but that's literally nothing on modern hardware. Additionaly, only a small fraction of games is GPU-bound anyway; as far as I know, most games are CPU-bound. So why waste your artist's valuable time on something like this? And even if you later realize that you need to save those few polys, you can still take your modules and manually merge them into a single, manifold mesh; the reverse would probably be much harder.
I still think it makes more sence to split such a structure into several modules, e.g. single towers/wall pieces, and simply merge all static meshes into one big static mesh when loading the game.
I disagree. This might be the case for certain genres where reusing assets is not desired/necessary, such as arena shooters, but in modern open world games, structures and interior are most certainly built from flexible, modular pieces. See for example this excellent article that covers the level creation workflow at Bethesda.
Yeah, I think it's already been pointed out in the forums that the counter apparently counts the downloads for each filename, not for each unique file. It would probably make sence to switch to a SHA-1 based approach,
Anyway, cool stuff!
Congratulations, I wish all the best to you three.
Pages