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<  VCA General - English  ~  Consider Developing an Engine That's Already OpenSource

recentcoin
Posted: Mon Jan 15, 2007 8:14 pm
Joined: 15 Jan 2007 Posts: 55
I understand that you're dead set on purchasing an engine from a failed company but here's why I think that might not be the best of ideas.

First off, you have to deal with the time line involved. It may take months or years before the right candidate in your price range comes along. Furthermore, if the company is tied up in any kind of bankruptcy proceedings, it could take more months and years to settle that and you're not going to get your hands on the source code until it's settled. Furthermore, you have no guarantee as to how good or bad the engine's source code actually is.

Frankly, the commercial enterprise failed and the big question becomes why? Perhaps the venture capital ran out - but then that leads to next question. Why weren't they able to raise more money? Is there a serious problem in the code base that kept them from getting additional funding? Surely if they were that close to being able to release a game, they'd have been able to raise more money.

You also have the issue of coders with "short timers disease". How good a code do you think that the guys who surely knew that they're about to be laid off were writing? No offense to the coders here, but I've seen coders under the best of circumstances cranking out steaming loads of cruft. One can only imagine what some guy who's marking time 'till the last paycheck is cranking out.

I, personally, don't understand the need to reinvent the wheel when there are some pretty good wheels already out there. I can think of at least two off the top of my head that could, with a small kick in the pants, easily be what you seem to be looking for. They are Delta3D and CrystalSpace. As a manager of a development team in real life, it's my opinion that you could hire a couple of coders and "fix" an existing OS project in less time and less money than you were looking at spending on Ryzom.

If you want to drop $250K (200,000 Euros), you could easily hire a very qualified full time development team (5-6 people) here in the US for an entire year. When you have 5 people doing nothing for 40 hours a week but pounding out code, that's a lot of code. You fix a lot of things and add a lot of features. I'm sure that you could find similarly skilled people elsewhere for less.

I think that if you start with an engine that's "almost there", that you could do it pretty quickly. Either of these is soooo close to being "it" for everyone. I think a couple of real coders, working in full time 40 hour work weeks could like turn the trick in the matter of a few months.

As nearly as I can tell, D3D needs networking code, some AI hooks, and some over all optimization. It has an active development community that could continue to maintain and improve the code base. Many of the coders on the D3D project are paid to work on it by their employers, which means that the community isn't going to dry up and blow away. This is an important consideration when evaluating OS stuff.

Now, CS needs work in other areas to be "prime time". It needs to be made rule set agnostic and have the hard coded stuff pulled out of it. It needs to have some hooks put into it and it needs better demarcation between what's code and what's data. However, it does have existing networking and the code scales well. It also has a very active developer community. However, they may be resistant to rolling changes back into their code base.

If, for what ever reason(s), you don't like those, there are 11,990 corpses of 3D game engines littering SourceForge waiting for someone to pick them up and run with them. Without offending anyone here, I really don't understand the insistence on pursuing a failed commercial product. It smacks of "code snobbery" - a thing I usually accuse PHB's (pointy haired bosses - ala Dilbert) of. "We paid money for it, so it must be better." Anyone who's ever run an Apache web server knows better.

Just my 3 cents on this.....

_________________
TIA,

RecentCoin
Epoch The Game
www.magnaturris.com
Project Angela
www.rpg-gamerz.com
Xavier Antoviaque
Posted: Tue Jan 16, 2007 12:37 am
Joined: 15 Nov 2006 Posts: 396
recentcoin wrote:
First off, you have to deal with the time line involved. It may take months or years before the right candidate in your price range comes along.


It's possible yes; that's why we are also looking at other possibilities in the mean time - purchasing a MMORPG is only one of the options.

Quote:
Furthermore, if the company is tied up in any kind of bankruptcy proceedings, it could take more months and years to settle that and you're not going to get your hands on the source code until it's settled.


It depends on the situation; that's where a good lawyer makes all the difference.

Quote:
Furthermore, you have no guarantee as to how good or bad the engine's source code actually is.


Yes, that's an issue. For example, for Ryzom, we couldn't have known exactly how bad it was without having some of the Nevrax developers among us. That's always the issue with buying closed source software: you don't know what you buy, only what you appear to be buying.

But even without really knowing exactly the quality of the code, there is an important issue that buying an MMORPG which is already running fixes: you can start building a real community immediately, even if code changes take time. Without being able to see the effects of a work or being in contact with people using what you do, you lose a large part of the motivation. Since the development of an MMORPG easily takes 3 years to 30-50 developers/artists, even with a lot of teams trying to do it, there is little chance to see one really completing the work. That's pretty much describing the current situation...

Quote:
I, personally, don't understand the need to reinvent the wheel when there are some pretty good wheels already out there. I can think of at least two off the top of my head that could, with a small kick in the pants, easily be what you seem to be looking for. They are Delta3D and CrystalSpace.


Yup, that's what is being considered; have a look there

I think it would probably be very helpful that you enter the debate, you seem to have experience which could be valuable.

_________________
Xavier.
noxdraconis
Posted: Tue Jan 16, 2007 3:48 am
Joined: 13 Jan 2007 Posts: 7
recentcoin wrote:


I, personally, don't understand the need to reinvent the wheel when there are some pretty good wheels already out there. I can think of at least two off the top of my head that could, with a small kick in the pants, easily be what you seem to be looking for. They are Delta3D and CrystalSpace. As a manager of a development team in real life, it's my opinion that you could hire a couple of coders and "fix" an existing OS project in less time and less money than you were looking at spending on Ryzom.



As I understand, it isn't really just a matter of finding a good 3D engine. From what I gather, there are some very good ones out there. (In addition to the ones you mention, the OGRE engine is supposed to be very good -- Worldforge is using it as the basis for their client) Nor is it a matter of developing a server to work with your client or developing a somewhat secure communication protocol or implementing physics or anything else software related.

The problem is, that in addition to all of that, you also need all of the 3D models to create the virtual world you are trying to bring to life. Top of the list IMVHO is an excellent low poly male and female. To me (as an MMO addict) if the player models suck, its not worth exploring the rest of the game (honestly, I am even pickier. I quit playing Lineage II not because the player models were bad, but because they had this extreme lean to their running animation, I couldn't make it through 6 lvls before it started grating on me).

Add to that the models for the creature and monsters that the player is going to be interacting with, all the buildings, all the furniture, all the vehicles (if the game has vehichles), etc. Not to mention that every model has to have a set of textures or else its nothing but a wire frame...

Anyhow, I think we could pay 250K USD just for the art from a world class MMO and still be getting a bargain.

nox
daraknor
Posted: Thu Jan 18, 2007 7:34 pm
Joined: 13 Jan 2007 Posts: 25
While it may behoove us to buy art or a game engine, there are enough talented people and people who learn quickly that can make these things. Yes, a lot of money can just hire people and they will start writing code 40 hours per week. Money does talk, but other revenue systems may work better. I don't think buying time brings out passionate people well. I don't think it produces the best product. It also may not be the best value per dollar. In many cases, it has a longer time line.

If we do have $250k to throw down, I'd rather have contests with rewards. Let us say we start with a landscape. We want a forest scene, and the top 5 choices get paid and all submissions go into our library of usable art (creative commons required). We hold a similar contest for more landscapes, and buildings in different genre. Our top 5 rated buildings each earn a commission to make a set of buildings (10-30 different buildings).

Similar contests can be done for weapons, animations, different races, clothing, and definitely player models. Since we want to build many worlds, we will benefit from having many different kinds of art.

Actual server code is a little harder to run as a contest, but specific tasks like Il8N can be set up with a goal system. Whoever achieves the goal gets paid. the more fun work will probably be done without money, but there is a ton of work that few people would want to do. Richard Stallman ended up doing a lot of really grunt work to make GNU work (like the library linker) and this annoying, hard or unsexy work might be eligible for pay. If reasonable progress towards a goal isn't shown, then we would allow multiple people to sign up for a single task. Depending on overall % completed they might split the pay.

I think that might be a better use of money than buying a pile of content. Granted a pile of content should work with the other pieces. On the other hand, the pieces might not have full source ("Fred didn't check that into the file server so we can't edit buildings."), may not work with any engine changes we want, etc.
bouncer
Posted: Fri Jan 19, 2007 9:32 am
Joined: 01 Dec 2006 Posts: 15 Location: Spain
The data (movies, 3D models, audio, texts, textures) are as important as the engine itself. If we do not have both things is extremely difficult do to something that is worth.
Max Randor
Posted: Sun Jan 21, 2007 1:10 pm
Joined: 15 Jan 2007 Posts: 5 Location: UK
noxdraconis wrote:
As I understand, it isn't really just a matter of finding a good 3D engine. From what I gather, there are some very good ones out there. (In addition to the ones you mention, the OGRE engine is supposed to be very good -- Worldforge is using it as the basis for their client)

OGRE is used for the Ember client, the Sear client uses raw open Gl.

Worldforge media is available under GPL, (as IMHO all truly open projects should be) as such if anyone wants to collect all the GPLed media (especialy 3D media) together... Worldforge would like more media, though as I understand it, it (the media) must be GPL compatible.
I think that daraknor's idea of competitions is interesting, though as I said GPL compatible please.
Variety is important, I think that a system for displaying many different models and textures for objects depending on attributes like size etc. is under (early) development.
Certainly the more media available the better, if enough good media is accumulated it could put open source projects at an advantage in comparison to closed projects as they would have to start from scratch making media.


Last edited by Max Randor on Sun Jan 21, 2007 8:54 pm; edited 1 time in total
Edward
Posted: Sun Jan 21, 2007 7:57 pm
Joined: 15 Jan 2007 Posts: 31
Max Randor wrote:
as I understand it it must be GPL compatible.


What would be GPL compatible?
Max Randor
Posted: Sun Jan 21, 2007 8:55 pm
Joined: 15 Jan 2007 Posts: 5 Location: UK
Edward wrote:
What would be GPL compatible?

The media, as I have now amended my post.
Edward
Posted: Sun Jan 21, 2007 9:58 pm
Joined: 15 Jan 2007 Posts: 31
I mean, what would be necessary for the media to be GPL compatible? How would we go about this?
Max Randor
Posted: Sun Jan 21, 2007 10:13 pm
Joined: 15 Jan 2007 Posts: 5 Location: UK
Edward wrote:
I mean, what would be necessary for the media to be GPL compatible? How would we go about this?

I am afraid I don't know, I am quite new to this whole opensource/code thing and you would have to ask someone more experienced than me. I don't speak legalase, I don't know enough about different licences to know which ones are compatible. I just know that all Worldforge media is available and must be available under GPL, that for a project to be truly open everything must be available under GPL and that therefore any other licences (such as CC licences) must be compatible with the GPL. Talk to alriddoch on irc or as you have been on the worldforge forums, he (and others) will know more than me.
burlingk
Posted: Wed Feb 07, 2007 3:29 pm
Joined: 20 Jan 2007 Posts: 10
To make something GPL compatible requires two simple parts:

1) You have to hold the rights to the item, either as the original copy right holder, or as someone whome has been given full rights by the original copy right owner.

2) You must release it under the GPL or compatible liscense.

check out http://www.gnu.org/ for more details.

^_^
daraknor
Posted: Wed Feb 07, 2007 3:42 pm
Joined: 13 Jan 2007 Posts: 25
BuildAWorld.net is moving forward with the creation of a game engine, and we have a little art with our graphics engine (Delta3D has an art pack) plus WorldForge is contributing their art into a common repository. We found a few other places with art, and we have recruited half a dozen or so artists so far.
burlingk
Posted: Wed Feb 07, 2007 4:15 pm
Joined: 20 Jan 2007 Posts: 10
daraknor wrote:
BuildAWorld.net is moving forward with the creation of a game engine, and we have a little art with our graphics engine (Delta3D has an art pack) plus WorldForge is contributing their art into a common repository. We found a few other places with art, and we have recruited half a dozen or so artists so far.


*grins*

I like the sound of this.
That is what free software is about, is the community pulling together to make things happen. Those are good sources as well. Any help that this new community can get from established communities is a good thing, becuase they bring experience to the table.

Experience and inovation work very well together. :) I will try to become more active on the other forums as well. ^_^
Max Randor
Posted: Wed Feb 07, 2007 8:12 pm
Joined: 15 Jan 2007 Posts: 5 Location: UK
daraknor wrote:
BuildAWorld.net is moving forward with the creation of a game engine, and we have a little art with our graphics engine (Delta3D has an art pack) plus WorldForge is contributing their art into a common repository. We found a few other places with art, and we have recruited half a dozen or so artists so far.

Have you set up a repository and started importing media yet?
daraknor
Posted: Thu Feb 08, 2007 4:48 am
Joined: 13 Jan 2007 Posts: 25
RPG Gamerz and Project Angela is the group that is pushing most of the design and art. I think recentcoin is still working on setting up a central repository for all of BuildAWorld with flexible licensing.

Here is the place for PA art as a gallery:
http://www.rpg-gamerz.com/gallery/main.php

Here is the sourceforge project for PA art:
https://sourceforge.net/projects/pa-art

I anticipate this is where the central BuildAWorld art content will go.
http://www.buildaworld.net/forums/viewforum.php?f=13

Current art assets are not loaded at any of the locations to my knowledge.
OlmS
Posted: Thu Feb 15, 2007 1:06 am
Joined: 21 Dec 2006 Posts: 9
daraknor wrote:
While it may behoove us to buy art or a game engine, there are enough talented people and people who learn quickly that can make these things. Yes, a lot of money can just hire people and they will start writing code 40 hours per week. Money does talk, but other revenue systems may work better. I don't think buying time brings out passionate people well. I don't think it produces the best product. It also may not be the best value per dollar. In many cases, it has a longer time line.

If we do have $250k to throw down, I'd rather have contests with rewards. Let us say we start with a landscape. We want a forest scene, and the top 5 choices get paid and all submissions go into our library of usable art (creative commons required). We hold a similar contest for more landscapes, and buildings in different genre. Our top 5 rated buildings each earn a commission to make a set of buildings (10-30 different buildings).

Similar contests can be done for weapons, animations, different races, clothing, and definitely player models. Since we want to build many worlds, we will benefit from having many different kinds of art.

Actual server code is a little harder to run as a contest, but specific tasks like Il8N can be set up with a goal system. Whoever achieves the goal gets paid. the more fun work will probably be done without money, but there is a ton of work that few people would want to do. Richard Stallman ended up doing a lot of really grunt work to make GNU work (like the library linker) and this annoying, hard or unsexy work might be eligible for pay. If reasonable progress towards a goal isn't shown, then we would allow multiple people to sign up for a single task. Depending on overall % completed they might split the pay.

I think that might be a better use of money than buying a pile of content. Granted a pile of content should work with the other pieces. On the other hand, the pieces might not have full source ("Fred didn't check that into the file server so we can't edit buildings."), may not work with any engine changes we want, etc.



Yes, I believe that if we want to build worlds that please, we must pay for art... but I'm not realy pleased to see again that old idea of artists batteling each other in a furious fight for the best art .... that's stupid !
Of course there must be "selection" and quality check, but I think that a far more progressive, balanced and attractive system must be found to reward artist than "contest" where you win or you loose.... and better if you loose you content is published as the winner one is .... not fair !

There must be a "common rate" base for assets, and some way to comment and grade the work of each to grade the payment too ... so even the "bad" one are rewarded for their participation, which is always a good things on cooperative an community projects.
daraknor
Posted: Thu Feb 15, 2007 2:03 am
Joined: 13 Jan 2007 Posts: 26
I didn't think of it so much as a battle for the winner as I thought "we're gonna get 10 entries, and most of them aren't going to even follow the theme we asked for."

Having narrowly defined focus allows people to get involved with clear goals, and then once a few example and samples have been made a relationship develops.

I'm concerned that we'll have chibi japanese anime meets Frankenstein's monster or something.
OlmS
Posted: Thu Feb 15, 2007 12:51 pm
Joined: 21 Dec 2006 Posts: 9
Quote:
I'm concerned that we'll have chibi japanese anime meets Frankenstein's monster or something.


diversity will be a good thing, as one-world-one-style is not what an open community will leads to....

If things are organized on a good CMS/forum, project of diverse trends will spontaneously gather to form "realms" of same "style" ... one part will gather middelage-fantasy while another will gather space opera while another will be around alone-in-the-dark atmosphere .... etc ...

these realms could fairely communicate by sharing assets (a chair is a chair) and even invent a way to travel from realms to realms like in some table RPG ("rĂªve de dragon", Toro , ...) by keeping average chars but aquiring some "style attribute" ...

I think that most is in the communication process in the community .... the learning time for basic use of blender f.ex. is realy short and this could lead to a real motivation for "beginners" as well as confirmed to be able to participate quickly on such a project ....and be rewarded for their work (even just a little).

Spontaneous project already appears here and there : "let's do a game blabla" and hop, 5 people gather to do something for a while ... most the time it just go for a few month, then as there is no base for the sustain of it, often it split and desapear .... on the base of a multi-verse opensource multiplayer engine and server maintainers, these kind of initiative could have backup and motivation from the other users and builders.

I also think that a system could be found to have some sort of comparing list of service offers and demands, with contributors advertising their competances and past work while groups working of this or that part ask for such or such "service" (code or art) to complete their work.

There is also the possibility to create a Local Exchange System with custom currency that represent hour of work, that in turn could be exchanged in real monney by the VCA donnations... one art director ask for "this" (giving a DemandFactor to the announce), some gfx do "this", he receive x VCAcreds for his (y hours of work * QualityFactor * DemandFactor) and is noted by others for what he've done (giving his next QualityFactor) ... that motivate people to work their best on the most urgent thing while not discouraging them to work on what they want to ...

the VCAcreds are function of donnation and managed internaly, with global surveillance around the system, created when money comes in, and destroyed when money go out... So basicaly you can also decide that with the VCAcreds you have received by working for the project you "pay" someone else to do some task ahead, while generaly the new money is managed by "the community" .... then if you have people "investing time" in the project it still keeps it growing and growing ....

This is just a scenario ... but if we build a virtual world based on citizenship rights and participation, the "economic system" must reflect these concerns, as well as the way we judge "art quality" .
daraknor
Posted: Fri Feb 16, 2007 3:35 am
Joined: 13 Jan 2007 Posts: 26
I agree that people will aggregate. I do think that randomly contributed art will have serious gaps. I also think that there are certain base standards that need to apply for art in a single scene to look right. Shades, color tone, crispness, etc all immediately come to mind. Having a potpourri of art would look... interesting. I think it would be more useful to have themes, and ask for contributions that blend in a theme. Art is easy to get. Good art that blends well...

I have a rather strange perspective on the idea of pooled money going toward development. A lot of people's best contributions are their ideas - and I don't mean game ideas as much as "how do we make the action queue both simultaneous, parallel, multithreaded and interruptible?" Personally, I'm working on AI and some of the problems I have ideas to solve have never been solved in any published format. AI is also big money. How do my AI contributions stack up against someone making jars for 10 hours? Having an "art only fund" allows people to compete on more even terms, and each project should probably have it's own fund. If a team uses both a fund and pooled art, the pooled art contributions should probably receive something - but I'm not the person who makes those rules. (Careful to avoid the 'race to the bottom')
OlmS
Posted: Mon Feb 19, 2007 2:34 pm
Joined: 21 Dec 2006 Posts: 9
Quote:
How do my AI contributions stack up against someone making jars for 10 hours?


simply by having a QualityFactor higher ... I also suppose that your ideas, if they are not common, needs lots of time to be implemented ... so you'll have lots of hours to claim for.
That problem of compairing different sort of work is well known in the real life, and in auto-organizing communities it finaly often end to the simple solution of "just" compairing hours of work .... (see Ithaca's hour : http://www.ithacahours.com/ )

for exemple : would you exchange your AI researches hours for a well paid street trash cleaner job ? surely not ... so everybody do it's job the best he can, and so everyone is happy .... (but we surely need more streets trash cleaner in the real life than AI specialist ... for ex.)

adding QualityFactor to the rules is what a virtual community can do better than a real one cos you treat all exchange by computer, so functions can treat those exchanges ... not in real life.

(maybe this discussion could be moved in in own thread ... )
Induane
Posted: Thu Mar 08, 2007 6:54 pm
Joined: 03 Jan 2007 Posts: 8
Quote:
I agree that people will aggregate. I do think that randomly contributed art will have serious gaps. I also think that there are certain base standards that need to apply for art in a single scene to look right. Shades, color tone, crispness, etc all immediately come to mind. Having a potpourri of art would look... interesting. I think it would be more useful to have themes, and ask for contributions that blend in a theme. Art is easy to get. Good art that blends well...


Thats always an issue with community art projects - you can end up with a mishmashing of clashing styles. Often from my expirence its better for small groups to work on an entire town or map together. This keeps each section much closer in style. Another option is an art kit with a bunch of house models, a few textures for each that can be switched, and thus once created can be reused over and over for new unique places with identical styles.[/quote]

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daraknor
Posted: Thu Mar 08, 2007 9:42 pm
Joined: 13 Jan 2007 Posts: 26
Induane wrote:
Thats always an issue with community art projects - you can end up with a mishmashing of clashing styles. Often from my expirence its better for small groups to work on an entire town or map together. This keeps each section much closer in style. Another option is an art kit with a bunch of house models, a few textures for each that can be switched, and thus once created can be reused over and over for new unique places with identical styles.


I think you get the point :) Art and AI should just have separate budgets.
sayad
Posted: Fri Apr 04, 2008 12:53 am
Joined: 11 Feb 2008 Posts: 6
Quote:
Often from my expirence its better for small groups to work on an entire town or map together. This keeps each section much closer in style. Another option is an art kit with a bunch of house models, a few textures for each that can be switched, and thus once created can be reused over and over for new unique places with identical styles.
[/quote]

i like the second option better.. anyways did u quote this? lol i see a '[/quote]' in the end.. :lol: n/m




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Poker
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daraknor
Posted: Fri Apr 04, 2008 9:19 pm
Joined: 13 Jan 2007 Posts: 26
What are current interests? I've go a few pieces of engine to integrate... art can be made and networking is LAN safe...