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| recentcoin |
Posted: Wed Oct 10, 2007 10:22 pm |
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Joined: 15 Jan 2007
Posts: 55
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I'm going to say this at the risk of being flamed out of existence (*reaches for asbestos undies*) because it's not popular but it is horribly realistic. Unfortunately, more often than not, the truth sucks.
In the year since I made my first post on this board, which incidentally was about giving a kick in the pants to an OSS engine instead of trying to find a candidate to purchase, we could have taken those pledges, hired some coders, and be done by now with a working engine.
If I had to pick an engine to improve it would be Delta3D (www.delta3d.org). It needs a better user interface, avatar inventory, and some code optomizing. The networking issue that it had has been resolved using HawkNL. It's upsides include fully procedural vegetation, weather and terrain as well as things like the capability to do most any special effect you can imagine complete with doppler audio.
Now, don't get me wrong. I chipped in to buy Ryzom the first time and I'll do it this time too. I'm just too much a realist to join the parade and start signing Hosannas just yet. We have some serious obstacles to overcome. No one can guarantee that we won't get out bid again or that the judge will take us seriously when Xavier makes the offer. Furthermore, a bunch of pledges aren't going to weigh in very well with a bankruptcy judge vs. "a real corporation" who has cash actually in hand. Pledges do not necessarily = $$$$. Or that the company's assets won't be tied up in lengthy litigation as part of the now second bankruptcy. Or that the code is any good because you don't get to see it until after you've bought it. Really, how good a code do you think some guys is writing while he's waiting for the axe to fall a second time??
All of these are serious issues that need to be considered and any one of them could result in us not getting the engine. What I'm interested in is this. What do we do if it does fail again. If that happens, can we PLEASE consider running a pledge drive to improve an existing OSS engine? |
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| Xavier Antoviaque |
Posted: Thu Oct 11, 2007 12:33 am |
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recentcoin wrote: All of these are serious issues that need to be considered and any one of them could result in us not getting the engine. What I'm interested in is this. What do we do if it does fail again. If that happens, can we PLEASE consider running a pledge drive to improve an existing OSS engine?
Yup, it's a good idea to consider alternatives right now; if anyone runs such an initiative, I'd gladly help setting it up. |
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| Cayle |
Posted: Thu Oct 11, 2007 8:07 am |
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Joined: 20 Dec 2006
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I’m not volunteering to manage anything. I’ve got my hands full trying to bring RML to life and trying to manage two (interconnected, but independent) projects would doom both.
WorldForge could be sponsored. It seems to have only 2-3 active members however and I’m not sure what they would be able to do with any sponsorship.
There are four active open source game engines that I can think of; Delta3D, CrystalSpace, Panda3D and OpenFrag. Delta3D has a large, professional development team and is bankrolled by the US Military. OpenFrag is an effort to put together an OGRE based game engine. Panda was originally a Disney engine and is still sponsored by Disney, though it is maintained by Carnegie Mellon University. All of these are game engine efforts as opposed to virtual world engine efforts. A virtual world consists of the backend server + client engine. There are existing CrystalSpace based MMO efforts, but you are really better off steering clear of those codebases.
On the server side, I can think of two open source server packages; Sun’s Darkstar and the Torque MMO Kit. Darkstar can either come as a commercial or GPL (v2 I think) license. It seems to be pretty robust (if complex) and just needs a decent client engine mated to it. The MMO Kit is currently Torque oriented, but it is written mostly in Python and could be de-Torquified by a committed team.
A team committed to mating either of those two server platforms with one of the above game engines could come up with a first rate virtual world platform distribution. Panda3D (being that everything is Python accessible) would likely be the easiest and fastest to 1.0 choice for such a project. Delta3D might be the most powerful long term. |
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| Kervala |
Posted: Thu Oct 11, 2007 12:43 pm |
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Joined: 24 Nov 2006
Posts: 210
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| We could purchase one or several PC used by Nevrax devs :p So we will be able to get the code :p |
_________________ Cédric OCHS / Kervala / Xiombarg |
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| Cayle |
Posted: Thu Oct 11, 2007 2:34 pm |
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Joined: 20 Dec 2006
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Location: Germany
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Either you have a legal licence, or you don't. Assuming that you get hold of a PC with the source code on it, that does not mean you legally have a copy, nor does it mean that you can pass it on. Unless it is open source, you can't legally pass it on.
If you do, expect to PvP the liquidator's lawyers. I hear they come from quite the griefer guild. |
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| Kaetemi |
Posted: Thu Oct 11, 2007 11:55 pm |
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Location: Lembeek, Belgium
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Cayle wrote: Either you have a legal licence, or you don't. Google is fun xD |
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| Cayle |
Posted: Fri Oct 12, 2007 4:49 am |
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Location: Germany
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| Be careful. That is part of the original NeL code that is already OSS and has been for yeras. There are lots of parts of Ryzom that are not OSS. |
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| Kervala |
Posted: Fri Oct 12, 2007 8:24 am |
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Posts: 210
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| If the Ryzom code couln't be sold by the liquidator, is it considered as free software ? |
_________________ Cédric OCHS / Kervala / Xiombarg |
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| Kaetemi |
Posted: Fri Oct 12, 2007 8:43 am |
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Cayle wrote: That is part of the original NeL code that is already OSS I know that, but considering that "This file is part of NEVRAX Ryzom.", I'd assume that they simply copy pasted that from ry code, which would then lead me to believe that they macro that text on all their code. xD |
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| Cayle |
Posted: Fri Oct 12, 2007 8:53 am |
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| I understand where you are coming from. The catch is that that code dates from 2000 and you can change the license at any time. The old license applies to the version up to the date of the license change and the new license afterwards. Essentially, you fork your code when changing the license. Of course, I’m not a Neverax dev and don’t have access to their perforce, but I’d be very surprised if current versions of the code that is not already part of OpenNeL have that header. |
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| recentcoin |
Posted: Sat Oct 13, 2007 5:21 am |
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Joined: 15 Jan 2007
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Four individual source files from another project does not equal an open source application.
I'd be quite surprised if the bankruptcy court would make more than a token attempt at trying to sell something that was already OSS.
Frankly, if all you can bring up are 4 files, I seriously doubt that the rest of the code is OSS. If it were, it would likely be labeled in the same manner.
Again, with two weeks to go, I'd like to see Xavier take up a campaign to raise donations and hire some coders to build out an OSS engine. Seriously, Xavier, you're in by far the best position to do it or at least figure-head it.
2 more cents.... |
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| sfb |
Posted: Sun Oct 14, 2007 12:19 pm |
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Joined: 28 Nov 2006
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Location: Minnesota, USA
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Kaetemi wrote: Cayle wrote: That is part of the original NeL code that is already OSS I know that, but considering that "This file is part of NEVRAX Ryzom.", I'd assume that they simply copy pasted that from ry code, which would then lead me to believe that they macro that text on all their code. xD
This is correct. The code that was pasted (and appears to be missing from the forum now) was very very old and was already OSS. This code never made it to Ryzom because it was, to be blunt, terrible. It was deprecated and removed from CVS at the request of the community, not intentionally deleted/hidden by the company.
The use of "NEVRAX Ryzom" also predates the time in which Nevrax was forced to forgo their intention to GPL the whole kit-and-kaboodle and the whole works was considered one large entity. Some people from Nevrax certainly could provide more detail than I could (I didn't join the community until ~2003.) |
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| recentcoin |
Posted: Sun Oct 14, 2007 4:04 pm |
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This has exactly what do with VCA having a plan B? Not every thread on these forums needs to be about how great & wonderful it will be if (heavy emphasis on IF) Ryzom gets bought by the VCA.
Some of us are not wide eyed naieve optomists. Some of us are somewhat cynical, pragmatic realists who tend to be more grounded and less "pie in the sky." |
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| recentcoin |
Posted: Mon Oct 15, 2007 10:43 pm |
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| Xavier Antoviaque |
Posted: Mon Oct 15, 2007 11:22 pm |
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Remember, we have called back the whole community yet. From word of mouth, many Ryzom players have come back to the boards, but except for those who kept an eye on the forums in the last few months, many of the FLOSS supporters and devs who could be interested in a plan B aren't even aware there is a plan A.
If we ever get to this stage, you should try upping this thread then; or, even better, if somebody takes charge of leading the plan B, we could even advertise it at the same time as we advertise the plan A. |
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| Kaetemi |
Posted: Tue Oct 16, 2007 12:24 am |
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Location: Lembeek, Belgium
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recentcoin wrote: Come on....anyone have a contingency plan besides me??? Sure, we could use snowballs to make a game called "The Saga of Snowballs". It's about a giant living snowball, which is being consumed by the evil fire. ^^ |
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| acemtp |
Posted: Tue Oct 16, 2007 8:35 am |
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Kaetemi wrote: we could use snowballs to make a game called "The Saga of Snowballs". It's about a giant living snowball, which is being consumed by the evil fire. ^^
I love this idea :P |
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| Jizerah |
Posted: Tue Oct 16, 2007 11:53 am |
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Joined: 02 Oct 2007
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Like the idea...one of the classes being offered
to the players probably be the "YETI KNIGHTS"
with chapter III being the "Return of the Yeti"!
May the snowball be with you! :P |
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| sfb |
Posted: Tue Oct 16, 2007 3:51 pm |
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Joined: 28 Nov 2006
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Location: Minnesota, USA
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recentcoin wrote: Come on....anyone have a contingency plan besides me???
To be fair some people will disappear into the ether and find a new game to play (the players,) some people already have projects that this would have been an extension to and some people are simply all talk.
My contingency plan is to keep NeL alive and continue working on building that community - the engine that backs Ryzom has to give birth to some successful project. There's at least MTP-Target using it and I have a project of my own using it.
One of the pervasive problems in the "open-source movement" is something we fondly refer to as "NIH Syndrome." Not Invented Here. There's no reason for someone to go out, if this fails again, and start yet another BaW project. BaW has been done and is tired. At least it sounds like PA came out of that. Encourage people to continue that effort, encourage people to join other MMO coding efforts out there such as my project (Werewolf) or WorldForge. Heaven forbid that someone clean up Planeshift and make it not such an ugly obfuscation of monolith classes and produce some Free media. Hell, if you don't feel up to working on a game but want to help NeL has a lot of ambitious initiatives that require time and talent.
There's no reason to start yet another project doomed to fail. It would be better to consolidate volunteers into existing projects and further them. Or better yet simply stick around and help the VCA achieve its goals. |
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| sfb |
Posted: Tue Oct 16, 2007 3:53 pm |
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Kaetemi wrote: Sure, we could use snowballs to make a game called "The Saga of Snowballs". It's about a giant living snowball, which is being consumed by the evil fire. ^^
Snowballs 3! Efforts are already underway to work on Snowballs. Seriously. |
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| recentcoin |
Posted: Tue Oct 16, 2007 8:07 pm |
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Xavier Antoviaque wrote: Remember, we have called back the whole community yet. From word of mouth, many Ryzom players have come back to the boards, but except for those who kept an eye on the forums in the last few months, many of the FLOSS supporters and devs who could be interested in a plan B aren't even aware there is a plan A.
If we ever get to this stage, you should try upping this thread then; or, even better, if somebody takes charge of leading the plan B, we could even advertise it at the same time as we advertise the plan A.
I am excruciatingly and painfully aware of everything you just said. The last time everyone got their undies in a knot over Ryzom, the purchase fell through and everything else fizzled out and went away because there was NO PLAN B. No one had the foresight back then to look ahead and say "Hey, what happens if we don't get this? What do we do then?" All the interest and momentum just died out because there just wasn't anything else to be excited about.
Everyone throws snowballs at me for being "gloomy" or whatever but we really do need to consider this. Instead of sitting around patting ourselves on the back and doing the happy dance, we need to consider the very real possibility that we'll be outbid again. It will take swooping in with a well thought out and very organized "Plan B" very quickly so that we can sustain the momentum or everyone will lose heart again and disperse quickly again.
As for having someone take charge of it, Xavier is in the best place to recruit someone to do that. I'd suggest looking at the NEL devs to see what they can do or seeing if someone else is interested. Neither Cayle nor I can take it on. We've got our hands full up working full time jobs, being married with families, and doing what we do with PA/Epoch. |
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| Kaetemi |
Posted: Tue Oct 16, 2007 10:41 pm |
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recentcoin wrote: Everyone throws snowballs at me for being "gloomy" or whatever No, it was a serious suggestion. ^^ |
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| recentcoin |
Posted: Tue Oct 16, 2007 11:21 pm |
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Quote:
One of the pervasive problems in the "open-source movement" is something we fondly refer to as "NIH Syndrome." Not Invented Here. There's no reason for someone to go out, if this fails again, and start yet another BaW project. BaW has been done and is tired. At least it sounds like PA came out of that.
First off, PA predates BaW by more than a year. We nearly sank ourselves trying to keep BaW afloat. When we realized what a resource drain it was, we quickly distanced ourselves. We're not a large team and we just don't have that kind of man power.
Quote: Encourage people to continue that effort, encourage people to join other MMO coding efforts out there such as my project (Werewolf) or WorldForge. Heaven forbid that someone clean up Planeshift and make it not such an ugly obfuscation of monolith classes and produce some Free media. Hell, if you don't feel up to working on a game but want to help NeL has a lot of ambitious initiatives that require time and talent.
I'm not prodding Xavier to do that. I'm prodding Xavier to raise money and hire coders to write stuff that will be OSS.
Quote:
There's no reason to start yet another project doomed to fail. It would be better to consolidate volunteers into existing projects and further them. Or better yet simply stick around and help the VCA achieve its goals.
I don't see where a project with a sufficient bankroll will fail. There are at least 4 good candidates that already have active OSS dev teams working on them. A few paid coders should be able to bring anyone of them in line in a year or less. We're talking about approximately $120,000 to $160,000 US dollars - in other words about 1/2 of what "Free Ryzom" will cost. |
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| jblanchard |
Posted: Wed Oct 17, 2007 12:14 am |
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I think even if Xavier lends his face/voice to the cause there will still need to be someone running the effort. Personally I'd be happy to help start a drive for cash that can be used A) for Ryzom, if successful or B) for a new build-a-world drive with clear goals. Is anyone else interested in ponying up some time for this?
Here's my strategy for such a drive:
1) Create an entity with this goal in mind. Just as VCA is not the "Free Ryzom" project, this would be a group spawned from VCA, working with VCA, with goals that sometimes overlap with the "Free Ryzom" project. This could be the "Build a World Project II" or whatever.
2) Establish (initial) clear goals, a mission statement, and structure for the organization. Cayle highlighted several important points before (specifically for Ryzom) that would nevertheless work here.
3) Considering that this organization's goal is to purchase Ryzom if possible, but to otherwise start a BaW type project, such an organization should start taking donations immediately, which leads me to...
4) Register the entity as a legal NPO somewhere (probably depending on who's willing to pony up the cash for it.) This prevents icky tax problems later on and also keeps us within both the spirit and the letter of the law.
I'm checking on the actual costs of registering such an NPO at the moment. I have some NPO experience (structure and such, tho less management.)
Like I said, I'm ready to pony up time and money if we can get some people together to do it. In fact, drop me a PM if you're interested and maybe we can start to get things set up.
I guess I harp a lot on the legal side, but if we take donations I wouldn't want to run afoul of any laws.
Eventually, if the Ryzom project is successful, the organization might try to work on some of the "general engine" development that Cayle mentioned earlier in his post.
Xavier, would a plan of this type (just a draft right now) get your approval? Would you provide a face if something comes of this?
Regards,
Jeremiah |
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| sfb |
Posted: Wed Oct 17, 2007 1:44 pm |
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recentcoin wrote: First off, PA predates BaW by more than a year. We nearly sank ourselves trying to keep BaW afloat. When we realized what a resource drain it was, we quickly distanced ourselves. We're not a large team and we just don't have that kind of man power.
That wasn't clear in Cayle's post about the BaW port-mortem. To be fair no project without sufficient leadership can withstand the abuse that a fervent yet uncommitted community can dole out.
recentcoin wrote: I'm not prodding Xavier to do that. I'm prodding Xavier to raise money and hire coders to write stuff that will be OSS.
Okay, I guess my point here was that there's no reason to start yet another project. The other issue at hand here is that I hadn't totally understood what you meant by "Plan B." I could only go on what little you said and the speculation of other users (e.g. lets start another BaW.) I'll comment further on this in the next section...
recentcoin wrote: I don't see where a project with a sufficient bankroll will fail. There are at least 4 good candidates that already have active OSS dev teams working on them. A few paid coders should be able to bring anyone of them in line in a year or less. We're talking about approximately $120,000 to $160,000 US dollars - in other words about 1/2 of what "Free Ryzom" will cost.
Okay - failure happens to everyone. But my assumption was that what you meant was that he should rally people here around a single, central project. I had in no way realized that you meant that he should raise funds. Maybe I missed a post or read too fast. Again, continuing my previous section... This isn't that bad of an idea but I still stick to my guns that some worthy existing project should be chosen. This helps in a myriad of ways not the least of which being that you can find an organization that already has strong leadership and drive. Further there are many groups out there that have done serious work independent of investment and could benefit greatly from this kind of support. A lot of my opinions on this are shaped from working within communities started like BaW was started.
That being said if you chose to invest in an existing open-source project you would have to be extremely careful and tender about who you chose and the "politics" behind this kind of change. Take a group like WorldForge - when I started working with them years and years ago Bryce Harrington (who I believe has moved on to Inkscape) was "running" the project and it flourished because they had guidance and direction. But being a hobby project there was open revolt over him driving some people like a manager. You need to understand these dynamics and recognize them within a project before you dedicate money to the project. WorldForge could benefit greatly from this kind of investment but it could also be disastrous to the project. Most open-source projects are those based on meritocracy so you will already have internal precedent and hierarchy established. Short version - tread lightly.
So that outlines, I suppose, more reason why starting a new project is a good idea. Clean slate, no pre-existing politics to cope with. But that's just it - it's a clean slate. No code, no grand vision, no assets to speak of. Just a clean, blank slate. Why reinvent the wheel? There's already too much of that in the FOSS community. Search for 'mmorpg' on SourceForge - there are 469 matches. I bet cash money that more than half of them are abandoned. That being said there are probably only about 20 serious existing open-source contenders and that narrows the field significantly. Only half a dozen of these aren't isometric.
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| recentcoin |
Posted: Wed Oct 17, 2007 4:47 pm |
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Which is kind of why I want Xavier to tap someone from one of the game engine teams to take over and run the project under the BAW banner.
That's sort of been my whole point all along. He's got the contacts, the insight, and no real axe to grind. He's a very neutral party in this whole thing. He should raise the money and pick the leader. |
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| AstrellYagamoto |
Posted: Wed Oct 17, 2007 4:52 pm |
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Location: Everytime Ryzom Ring :D
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Plan B should be "Buying Seed". ;)
My 5 Cent. |
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| Cayle |
Posted: Wed Oct 17, 2007 5:23 pm |
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| Seed has no engine that can be open sourced. |
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| Xavier Antoviaque |
Posted: Mon Oct 22, 2007 11:16 am |
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I'd be happy to help such a project, talk about it to the press and help raising the money to hire some developers. We could make it the official "plan B" and find a way to present it as such to donators when we call them back, to let them donate for plan A & plan B.
However, there is still one thing missing: someone to lead the development. This should be someone skilled and experienced enough to make a plan, have a clear roadmap, and be able to know what he could do of that money. Until we have found someone to do that, I think there isn't much else to do.
Probably a good place to start is to look at current FLOSS projects; if there is such a leader, he is probably already busy working on such a project. Maybe we could help an already advanced project, providing the project with money to hire developers. However, since even 200K€ isn't much money to build a virtual world (or even the tools to do it), we should probably look at advanced projects. And try to determine what they could do with that money - it should be enough to get something up and running, otherwise the donators will see no point in giving.
One project I have in mind is OpenSim. I don't know what it's worth technically, but there are several advantages: they already have the client (SL), a running example to which to refer (the SL grid), a large community of potential developers (just have a look at the Linden Lab SLdev ML), and would be a good basis on which to build worlds upon.
But that's just an idea. Before going any further, what do you think? Does any of you has had a look at what they do? Is it any good? |
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| Beren |
Posted: Mon Oct 22, 2007 11:47 am |
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Xavier Antoviaque wrote: However, there is still one thing missing: someone to lead the development. This should be someone skilled and experienced enough to make a plan, have a clear roadmap, and be able to know what he could do of that money. Until we have found someone to do that, I think there isn't much else to do.
If we look no further than within our own ranks, I think both sfb and acetmp posess the skills and experience needed to lead the developement, given that they have the time to lead such a project. I myself would be very happy and honoured to work under their lead.
Linden Lab and their SL is indeed an interesting project, but it's not much of a game like the kids like me got to know them these days. It is a virtual world alright, or a huge virtual sandbox if you like. It does present the user with quite some powerful tools. But simply due to the complexity of SL it would take quite some resources and manpower to keep it running as is, not to mention develop it further. Linden Lab has per today over 200 employees worldwide. Not saying that we shouldn't have ambitions, or that we can't sustain a huge opensource community. But we should stay aware of how much water we are taking over our heads. :) |
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| Xavier Antoviaque |
Posted: Mon Oct 22, 2007 12:05 pm |
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[quote="Beren"]Xavier Antoviaque wrote: Linden Lab and their SL is indeed an interesting project, but it's not much of a game like the kids like me got to know them these days. It is a virtual world alright, or a huge virtual sandbox if you like. It does present the user with quite some powerful tools. But simply due to the complexity of SL it would take quite some resources and manpower to keep it running as is, not to mention develop it further. Linden Lab has per today over 200 employees worldwide. Not saying that we shouldn't have ambitions, or that we can't sustain a huge opensource community. But we should stay aware of how much water we are taking over our heads. :)
Just to make something clear: this wouldn't be the universe or the MMORPG itself, only the tool to build some. A free software grid like SL would be a good place for teams to start building their own world - the goal isn't to replicate Second Life.
Also, I think building tools to make a universe with 200K€ is already quite a challenge if you want to be able to give the donators some insurance that it will really be done - building a complete MMORPG with its content, data and art for 200K€ in such conditions is simply impossible.
My main point here: build the tools before building the universe, and for that contribute to what is already out there.
My 5 cents. |
_________________ Xavier. |
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| sfb |
Posted: Mon Oct 22, 2007 2:09 pm |
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Xavier Antoviaque wrote: Also, I think building tools to make a universe with 200K€ is already quite a challenge if you want to be able to give the donators some insurance that it will really be done - building a complete MMORPG with its content, data and art for 200K€ in such conditions is simply impossible.
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For what it's worth, I beat this dead horse an awful lot the last time around. Nevrax had a package called MMORPG Skeleton that would be essentially this. Please look at that link, it is the bottom package. I know there are certain challenges (the liquidators) but if money becomes an object opening this package to the community would revolutionize open-source MMOs or would be a fantastic first step. |
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| Beren |
Posted: Mon Oct 22, 2007 3:16 pm |
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Xavier Antoviaque wrote: Just to make something clear: this wouldn't be the universe or the MMORPG itself, only the tool to build some. A free software grid like SL would be a good place for teams to start building their own world - the goal isn't to replicate Second Life.
Also, I think building tools to make a universe with 200K€ is already quite a challenge if you want to be able to give the donators some insurance that it will really be done - building a complete MMORPG with its content, data and art for 200K€ in such conditions is simply impossible.
My main point here: build the tools before building the universe, and for that contribute to what is already out there.
My 5 cents.
Agreed. I wasn't entirely sure of your intentions regarding SL, thanks for clarifying :)
sfb wrote: For what it's worth, I beat this dead horse an awful lot the last time around. Nevrax had a package called MMORPG Skeleton that would be essentially this. Please look at that link, it is the bottom package. I know there are certain challenges (the liquidators) but if money becomes an object opening this package to the community would revolutionize open-source MMOs or would be a fantastic first step.
This is still plan A. It is universally agreed upon that aquiring Ryzom and it's assets is the best solution. Not only will we be able to open these tools up to the community, but like most people here, myself included, will get to see the continuity of Ryzom as a commercial mmorpg. This is what the majority here are working towards.
Making the tools open source is the easy bit. High quality hosting could be aquired for as little as 10.000€ per year with a 3rd party host company. Our responsibility, and challenge, would be to give the players support, not to mention further development of the game :D |
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| sfb |
Posted: Mon Oct 22, 2007 7:10 pm |
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Beren wrote: This is still plan A. It is universally agreed upon that aquiring Ryzom and it's assets is the best solution. Not only will we be able to open these tools up to the community, but like most people here, myself included, will get to see the continuity of Ryzom as a commercial mmorpg. This is what the majority here are working towards.
Let us be specific. Plan A is to acquire Ryzom. MMORPG Skeleton is *not* Ryzom. MMORPG Skeleton is a kit of tools and essential (but basic) infrastructure services built on NeL - Ryzom is much more. This is why Nevrax was willing to sell this kit. |
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| Beren |
Posted: Mon Oct 22, 2007 7:24 pm |
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Not having peeked in Xavier's cards, I'm fairly certain that the mmorpg skeleton are one of the assets we are trying to aquire. My views were based on that, and if I'm wrong about it I apologize ;)
Edit: Oops, I misread you. Ofcourse, aquiring the mmorpg skeleton as a plan B, if for some reason we can't buy Ryzom, would be an excellent idea. I concur :) |
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| acemtp |
Posted: Mon Oct 22, 2007 8:42 pm |
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in fact:
- ryzom code tree is the whole code
- "MMORPG Skeleton + Tools" is a sub part of the ryzom code tree
- "NeL + basic tools under closed license" is a sub part of the "MMORPG Skeleton + Tools"
- "NeL + basic tools under GNU/GPL licenses" is a sub part of the "NeL + basic tools under closed license"
So if we buy ryzom code tree, we buy everything |
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| recentcoin |
Posted: Mon Oct 22, 2007 10:59 pm |
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| If we can't get Ryzom at all. It remains to been if we can, since it *still* hasn't come up on the list from the liquidator and the 3 week deadline is passed. |
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| Xavier Antoviaque |
Posted: Mon Oct 22, 2007 11:31 pm |
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recentcoin wrote: If we can't get Ryzom at all. It remains to been if we can, since it *still* hasn't come up on the list from the liquidator and the 3 week deadline is passed.
The delay, while boring and making people fly from the game, isn't the real issue here. Even the issue of GF not paying the whole bid for the first liquidation would probably be solved with time. To me, the main issue remains the other potential bidders.
I may be wrong, but I'd bet that if we lose, it will come from that, not from the other current issues. |
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| Cayle |
Posted: Tue Oct 23, 2007 8:18 am |
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I’d like to chime in my two cents here:
From the Ryzom players’ perspective, buying Ryzom would certainly be plan A. From the perspective of sfb, the other OpenNel people, recentcoin and myself, our plan A comes along with that; opening the MMORPG Skeleton. I won’t even begin to speculate about which liquidator owns what, but if we could buy the skeleton kit only, but not all of Ryzom, I’d call that plan A’. For the record, I’d suspect that if FSF’s pledges are still valid, they’d also be valid for the skeleton only as well. After all, FSF is unlikely to care too much about Ryzom per se (I may need a flame retardant suit considering where I’m writing that) as much as the idea of an open virtual world platform. Plan B was and is the non-opening of Ryzom or any part thereof case.
There are three (and probably more) approaches that are possible:
- One is taking OpenNel forward – This involves taking the existing parts of OpenNel and building the missing tools and parts. There are certainly people in this community that are skilled enough to lead such a project: sfb and acetemp among them. I see two specific challenges however:
- OpenNel, as I understand it, is a low level framework and still requires a great degree of technical skill and courage to work with. The primary focus of such a project would have to be on tools to turn it into an everyman’s virtual world platform. A framework useable by semi-professional teams only does not help anyone other than those few teams.
- It would also have to be separate from Werewolf; in governance and decision making. This is for the specific case of sfb being at the reins. One of the weaknesses of BaW was that it was viewed as being too close to PA/Epoch and therefore too close to a competing project by some teams.
- One final concern that I have about OpenNel is that the original creators are no longer around to help support it. This leaves the community completely on its own.
My concerns in this regard are only for the plan B case. I think I should make that clear.
- Darkstar – Darkstar is Sun’s GPL virtual world server. It has a very sophisticated design and looks very promising. It certainly carries the advantage of being under active development by a large team. A VCA project could be to mate Darkstar to one or more OSS game engines for client use; a limited and achievable scope. There is already a port of the Darkstar client API to Python, which would make integration into most OSS game engines a breeze.
Here is an example of it already having been done for Torque. http://www.projectdarkstar.com/index.php?option=com_smf&Itemid=44&topic=166.0
- MMO Workshop Kit – This is the server backplane from Minions of Mirth. It is a pure Python beast that is already OSS under a Berkley-like license. It is a fairly simple setup, whereby Torque servers act as zone servers and the server framework handles the communication, login, persistence, etc. Torque is not OSS, so that dependency would have to be removed. It would be possible to fork it and de-Torquify that fork; allowing it to be used with OSS engines in Torque’s place. It trades sophistication and dynamic scaling for simplicity. The kind of small scale community virtual worlds likely to be built on any GPL platform would benefit more from simplicity than sophistication.
Who is the target audience and who is the main closed source competitor?
I guess this requires a dash of soul searching on the part of the community that are not simply interested in Ryzom. Is this to be an industrial tool for the skilled elite? Then the competitors are Bigworld and Hero. If it is more for everyman, then it is a competitor for Metaplace. These two would have very different fundraising challenges. How much scope would a VCA platform project be taking on? Would the goal be something that “serious” (meaning skilled professional and semi-professional) teams would use, or something that people just learning the ropes would have hopes of grappling? Those two goals are mutually incompatible to an extent, though not entirely. As stated earlier, sfb and acetemp would be best placed to lead an OpenNel based approach. I’d be happy to ride the coattails there and help out with implementing RML. If the community decided that a Darkstar or MMOWorkshop based approach is better, then I doubt that sfb (I’m not sure about acetemp) would be interested as he is deeply committed to OpenNel. I could take the reins in that case. I’m going to get around to building my world sometime and I’ll need an engine to do it on. |
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| acemtp |
Posted: Tue Oct 23, 2007 10:15 am |
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| If the liquidator sell ryzom to another company, we'll not be able to buy the mmorpg skeleton because it's sub part of ryzom. |
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| sfb |
Posted: Tue Oct 23, 2007 1:19 pm |
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acemtp wrote: If the liquidator sell ryzom to another company, we'll not be able to buy the mmorpg skeleton because it's sub part of ryzom.
I tried to be clear that it was a long shot - but one of the ideas I floated was to sweet talk Gameforge (at the time) into recouping some of their costs by purchasing this from them. It's totally a shot in the dark but one worth attempting, I believe. |
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| recentcoin |
Posted: Tue Oct 23, 2007 4:00 pm |
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I'm going to say this for all of you:
FAILING TO PLAN FOR THE FUTURE DOES NOT STOP IT FROM HAPPENING
I'm still waiting for someone to come up with a better suggestion that what I've proposed so far. Unfortunately, about all I see in this thread is how great it would be to get Ryzom. If that's what you're here for, THAT IS NOT THIS THREAD.... Go post in one of your happy, fuzzy feel-good, patting yourself on the back threads. This one is for a serious discussion of what do if it doesn't happen. There is a *very real* possibility that it won't - AGAIN.
Sticking your head in the sand and playing ostrich isn't going to help. Having an open rational discussion that comes up with a viable plan that the community can agree on well before its needed will help. That way, if it's needed, the plan B can be put immediately into place while everyone still has a lot of good positive feelings. It will also make people feel that VCA != Ryzom as well as remind everyone that losing Ryzom isn't the end of the (virtual) world, literally.
Hence the name of this thread and having a plan B in first place. That way the energy that's been focused on purchasing Ryzom can be easily redirected into doing something else that will result in a usable (for the average tech-savvy person) engine.
Instead of going back to into the void and sitting on our hands, I'd rather see us do something useful by redirecting that energy into doing something that will still net us an engine, just by another path. So far, no one wants to be grown up about this and talk about what to do if the warm, sunny wonderful day never gets here. It's just too much fun to pretend that everything is all peachy-keen and going to happen just like we want it. |
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| Xavier Antoviaque |
Posted: Tue Oct 23, 2007 4:16 pm |
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recentcoin wrote: Instead of going back to into the void and sitting on our hands, I'd rather see us do something useful by redirecting that energy into doing something that will still net us an engine, just by another path. So far, no one wants to be grown up about this and talk about what to do if the warm, sunny wonderful day never gets here. It's just too much fun to pretend that everything is all peachy-keen and going to happen just like we want it.
RecentCoin, can you take it more lightly please? Nobody said everything is "all peachy-keen and going to happen just like we want it" from what I've seen. We all know plan A can fail and that there is a need for plan B.
But we would need someone qualified to make the necessary work here, and so far there is nobody doing it. That is the issue, not the fact that people are optimistic. |
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| Cayle |
Posted: Tue Oct 23, 2007 5:04 pm |
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It’s not that nobody is willing to take the reins. It’s that the people who would be willing to take the reins are not willing to do so unconditionally. In the Plan A, A’ or if VCA’s Plan B project is OpenNel based, I’m happy to follow sfb’s lead. If it is not, I doubt that he’d be willing, in which case I could do it.
Simply deciding direction based on a beauty contest, or based on who pushes the hardest won’t work. What’s needed is a hard nosed evaluation of goals.
- Who is the target user?
- Simplicity or power?
- What is the goal? (Turnkey virtual world kit, or framework only)
- What resources do we conceivably have? (I.e. how much can the scope encompass?)
- What tools does it require? World editors? Non-3dsmax exporters? Etc.
What are the traits of all of the possible engines/servers with respect to these questions? |
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| sfb |
Posted: Tue Oct 23, 2007 10:43 pm |
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Cayle wrote: It’s not that nobody is willing to take the reins. It’s that the people who would be willing to take the reins are not willing to do so unconditionally. In the Plan A, A’ or if VCA’s Plan B project is OpenNel based, I’m happy to follow sfb’s lead. If it is not, I doubt that he’d be willing, in which case I could do it.
I'll speak more to this post tomorrow. I haven't been ignoring you and Beren, Cayle. I'm just trying to devise my response in an intelligent way. |
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| recentcoin |
Posted: Wed Oct 24, 2007 4:17 am |
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Quote: RecentCoin, can you take it more lightly please? Nobody said everything is "all peachy-keen and going to happen just like we want it" from what I've seen. We all know plan A can fail and that there is a need for plan B.
But we would need someone qualified to make the necessary work here, and so far there is nobody doing it. That is the issue, not the fact that people are optimistic.
So far, Xavier, just about the only person who's been willing to discuss this in any depth at all is Cayle, but he's another PA person. SFB is the one exception to that. I'm trying to get this community to make what I know is the right strategic decision. I really don't care which engine gets chosen so long as we freakin' pick one, already! That way we can start getting word out that there is indeed a Plan B, what Plan B entails, a rudimentary time line, blah, blah, blah.
As for taking it lightly, I took it more lightly last time and NOTHING happened. I mentioned it nicely last time and let everyone pat me on the head and tell me that we'd get Ryzom and that it would all work out and that I see and it would all be OK. I saw alright. I saw that we didn't get Ryzom. It didn't work out. We didn't have a Plan B. Everything and everyone just went *POOF* as soon as the news was released that the purchase fell through because they assumed that it was all said and done.
If you *know* that there's a need for a Plan B and we've only got until the liquidator makes call which could be tomorrow or max. 3 months from now, we need to hash out what Plan B actually *is* A.S.A.F.P. so that we can sell it to the community as an option *now* so that when it's needed, we're not trying to slap some crap together and get them to bite.
The fact of the matter is that someone is going to have to make a call as to what BaW really is and right now, Xavier, I think that's you. What ever BaW is - it needs a good solid plan in place in case the bid for Ryzom fails. Anything else and the community will simply disperse again. It also needs to be a plan that's well publicized to the community A.S.A.F.P. so that they know what's going and that loosing Ryzom doesn't mean the end of VCA - like it did last time.
Quote: What’s needed is a hard nosed evaluation of goals.
* Who is the target user?
* Simplicity or power?
* What is the goal? (Turnkey virtual world kit, or framework only)
* What resources do we conceivably have? (I.e. how much can the scope encompass?)
* What tools does it require? World editors? Non-3dsmax exporters? Etc.
What are the traits of all of the possible engines/servers with respect to these questions?
Cayle and I have both said what we think it ought to be, but we're not hearing a lot of other voices, although it looks like SFB is going to chime in. The truth of the matter is that answering Cayle's questions, which really is the only rational way to pick a platform to develop, could easily take longer than 3 months. I'm actually pretty frustrated because this senseless waffling is just wasting time we already don't have. |
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| jblanchard |
Posted: Wed Oct 24, 2007 5:15 am |
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I think there are a few of us interested in helping out with a plan B, but many of us aren't really in a position to take the leadership reins... so if someone with a bit more experience / knowledge could do that, you'd see a lot more people ready to pitch in.
I know that personally I'm just waiting for someone to step in and get it started, that is, start building a concrete plan. There's been a lot of talk, and no one really seems to be getting anywhere. I know you want Xavier to take something of a lead on this, but if he's busy, why not you? Or someone else with some experience? I'm ready to follow someone's lead on this. |
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| Xavier Antoviaque |
Posted: Wed Oct 24, 2007 9:00 am |
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recentcoin wrote: The fact of the matter is that someone is going to have to make a call as to what BaW really is and right now, Xavier, I think that's you. What ever BaW is - it needs a good solid plan in place in case the bid for Ryzom fails. Anything else and the community will simply disperse again. It also needs to be a plan that's well publicized to the community A.S.A.F.P. so that they know what's going and that loosing Ryzom doesn't mean the end of VCA - like it did last time.
The fact that I'm taking care of all the nasty work on Ryzom/plan A doesn't mean it has to be me who does it on plan B. Doing it for Ryzom is already quite a commitment, I think it may be hard to realize how many hours were already spent on this. Back in December, there were days where I wouldn't sleep for 70 hours straight to get things done, even with all the help and contributions people did for the campaign (and thanks for that, otherwise it would have been simply impossible to complete anything). But I took care of the core work because there wasn't really anyone else with the necessary motivation, connections and knowledge of the game/community to do it.
With plan B, that's a completely different story. It's much less about a given game I know and connections, and a lot more about technical skills. And there, I think there are people better suited than me to do the right thing. |
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| DuKe2112 |
Posted: Wed Oct 24, 2007 4:11 pm |
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I would gues the reason, why you get so few responses to this is that about 95% of the people here are just interestet in the survival of Ryzom and not in getting an OpenSource MMORPG in general.
For them PlanA is that VCA buys the game and Plan B that some other (commercial) company buys it.
Unfortunately although I'm interestet in both equaly, I lack the experience to start something like this. |
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| recentcoin |
Posted: Wed Oct 24, 2007 11:06 pm |
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For about the 47th time, I'm not trying to get Xavier to lead it. I'm trying to get him to PICK a leader for it.
*eye roll*
I'm going to start quoting my own posts
Quote: As for having someone take charge of it, Xavier is in the best place to recruit someone to do that. I'd suggest looking at the NEL devs to see what they can do or seeing if someone else is interested.
I've been after Xavier to tap someone for this for ages and he knows it :P He should be a figure head and a fund raiser. The technical stuff can be handed off to someone appropriate and he knows that too :P It still hasn't stopped him from dancing around the issue and trying to hand it off to Cayle.
If no one else wants to make a call, I'll do it. I can't stand the waffling any more. :P Just let me know..... :) |
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| Xavier Antoviaque |
Posted: Thu Oct 25, 2007 11:36 am |
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recentcoin wrote: For about the 47th time, I'm not trying to get Xavier to lead it. I'm trying to get him to PICK a leader for it.
(...)
I've been after Xavier to tap someone for this for ages and he knows it :P He should be a figure head and a fund raiser. The technical stuff can be handed off to someone appropriate and he knows that too :P It still hasn't stopped him from dancing around the issue and trying to hand it off to Cayle.
I'm not sure I understand what you are meaning exactly by "picking someone to lead plan B"? To choose that you need to have someone *willing* to do it, so far I've seen none. I'm not there to tell people what they have to do. The best I can do here is trying to push someone to take the lead, which I have done with Cayle, since I think he would be the best suited for the task. But I won't go hunting for it, this has to come from the person, otherwise it just won't work. |
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| sfb |
Posted: Thu Oct 25, 2007 2:16 pm |
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Cayle wrote: It’s not that nobody is willing to take the reins. It’s that the people who would be willing to take the reins are not willing to do so unconditionally. In the Plan A, A’ or if VCA’s Plan B project is OpenNel based, I’m happy to follow sfb’s lead. If it is not, I doubt that he’d be willing, in which case I could do it.
I can say that, short of some substantial convincing, any MMO project I head up that is developed from scratch (e.g. isn't a fork of something existing such as Planeshift, etc) would more than likely be based on OpenNeL. This isn't simply because I'm heavily involved with OpenNeL - it is also because there's no other viable alternative in the Open Source community in my opinion. That being said...
I wouldn't head this project unconditionally. I've worked on projects, as I mentioned in earlier posts, that were listless and unstructured and nothing has happened. I use WorldForge as an example - many people say "you can't say nothing has happened because look at how much they have done!" Well, if you compare where they are today to when I left in 2002 (five, almost six, years ago) they have been moving at a snails pace. To be fair that is a certain symptom of being an open-source project. I would only lead if I was accepted as the leader and that was enough said. As a key member of Werewolf and playing decision maker with regards to a large amount of their technology I think that I've been very open minded to reasonable ideas and suggestions but there has to be reality.
Also there would have to be an understanding. I'm married with a young (3 month old) son. My time is most importantly spent there first and foremost - any time wrenched away must be well used.
Clear specifications, goals and requirements must be defined. As much as I enjoyed concepts like "a world where the player can do anything" I've grown tired of tirelessly working on component frameworks with infinite expandability that, in the end, are hundreds of hours of development with no clear end-result. What I mean by that statement is "the goals must be realistic." Many people who have worked with me hate my "new" take on building an open-source MMO - the "success" stories (Eternal Lands, Planeshift) have one clear thing in common - their original scope was manageable. Build something usable, playable and in a reasonable amount of time. The one thing I would do differently from those projects is design with better OO practice - so that as the project incrementally adds functionality we're not left refactoring monolithic code.
If the project is funded I'd want a *modest* amount of that to compensate for late nights of project management and (hopefully) coding. I don't want to get rich off of my open-source projects, I'd rather put significant amounts of that funding towards direly needed aspects of game development such as freelance artists (since I can't imagine we're going to have a flood of extra-talented animators.)
Finally, I know this has been said before, but I would want any potential team members to consider merging with or forking an existing project. Planeshift is an example I use often - realistically this game needs significant refactoring to make it more modular and allow more incremental development efforts and it needs all new fresh art. Werewolf has an established base of code that essentially needs refinement, art and gameplay coded before a tech demo can be released. I'm also open to exploring resurrecting the Talaus code (which I have a copy of and which uses OpenNeL) in hopes that it could be used for future development. Any other, reasonable, suggestions are certainly worth entertaining as well. This is not to say that I'm dead set on "recruiting" for Werewolf or forking an existing project. I'm just saying that if we don't have to reinvent the wheel - we shouldn't.
Cayle wrote: Simply deciding direction based on a beauty contest, or based on who pushes the hardest won’t work. What’s needed is a hard nosed evaluation of goals.
I think I covered this in my previous paragraphs. But yes, you can't be pie-in-the-sky and expect to turn out the next revolutionary MMO. You have to start with an idea, clear goals and a realistic timeline.
Cayle wrote: - Who is the target user?
- Simplicity or power?
- What is the goal? (Turnkey virtual world kit, or framework only)
- What resources do we conceivably have? (I.e. how much can the scope encompass?)
- What tools does it require? World editors? Non-3dsmax exporters? Etc.
This is software development specification 101. But this is too tightly bound to Waterfall development. I advise against going too far into this approach. Instead I suggest that a method like you just overlaid is used to provide limits and essential mission and nothing more. The rest should be done per-sprint in stories - this allows your team to feel like they're accomplishing more and allows them to adapt to averse situations much easier. Sprinting is also uniquely suited to a typical open-source development team.
Cayle wrote: What are the traits of all of the possible engines/servers with respect to these questions?
Your previous list and this question are very long, very indepth and potentially very heated conversation points and won't be adequately answered here. So I hope you only listed them as an example of the kind of tough questions that will have to be answered - rather than expecting an answer here. :D |
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| Xavier Antoviaque |
Posted: Thu Oct 25, 2007 2:57 pm |
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Alright. So, to sum it up, there are two potential people who could take care of making plan B happen: sfb and Cayle. So far none of you two has dared to declare himself for the task, but it won't probably happen before we choose on one way or the other.
You have both started to give your views about what you'd like to develop, with extra details on sfb's part. Personnaly, I'd like to know more. If you had to start detaillling plan B now, what would it be? What would be your goals? How would you proceed technically, and what would you reuse? What would be the expected roadmap and delays? How much money would the project need?
This doesn't has to be definitive answers, but I think we would be more able to decide if we knew your own vision. |
_________________ Xavier. |
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| Cayle |
Posted: Thu Oct 25, 2007 3:29 pm |
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Joined: 20 Dec 2006
Posts: 82
Location: Germany
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recentcoin and Xavier... relax you two... the Plan B project will have a leader, likely either sfb or myself.
sfb wrote: Your previous list and this question are very long, very indepth and potentially very heated conversation points and won't be adequately answered here. So I hope you only listed them as an example of the kind of tough questions that will have to be answered - rather than expecting an answer here. :D
Oh no, I don't expect an answer here. Those were simply points that have to be answered. I agree that waterfall development is not really appropriate for the kind of come and go as you please development that open source projects see. It is important to at least define the target user and have, rough idea of the end goal (or at least a phase 1 end goal) and have a rough idea of what needs to be done to get there.
Yes, I could lead a team. I have pretty much the same conditions as sfb. If I did it, RML would be central to whatever came out of it. (Those of us who designed RML believe that it can change the way virtual worlds are made) But... I'd rather not be responsible for a second heavy lifting project as just getting RML to fly is already a huge challenge. I'd be perfectly happy if he ran the show.
I reviewed the Planeshft source prior to the VCA's meeting with Talad last time. It needs a massive refactoring as the PS team apparently does not believe in data driven design and we could expect no support from the Planeshift team (officially at least; what gets passed to us behind Talad's back may be another matter). It can be done however and I'm more confident in believing it doable than a year ago. I'm not qualified to comment on OpenNel.
Might I drop two possible suggestions for a path of least resistance?
The first is the Torque MMO Kit. It is open source, has been used to power a commercial MMO and it has a very active community. It has two disadvantages. The first problem is the same as Planeshift; Minions of Mirth is more or less hardcoded into it. The second disadvantage is that it uses Torque as a zone server and client and Torque is not open source. These two issues are not the end of the world and it carries a couple of significant advantages over a Planeshift approach. The MMO Kit is written in Python and enjoys much faster development cycles than c++, so refactoring the Kit would be significantly easier and faster than refactoring Planeshift. The other advantage is a distributed design. Planeshift uses four threads, counting the AI superclient. The kit uses at least one process per zone server and scales much better. (Architectural overview here)
Torque could be replaced with Delta3D or OpenFrag (an OGRE based shooter engine) with minimal pain and both can already speak Python. If the ruleset was replaced with an RML interpreter, i believe that it could easily handle everything from community worlds to small professional ones. A huge mark in its favor is that there is a 14 year old working alone with it and making good progress on his world. He knew nothing about 3D art or Python a year ago.
I believe that this approach can have solid, short term goals (refactoring, de-torqueifying) and could also potentially draw on an existing community. There is a lot of talk about trying to get the kit working properly with TGEA, but that code is not readily available. Many would likely be estatic that someone is working on a version that allows the use of shaders (as D3D. et. al. do)
Another, more difficult, but potentially more powerful option is Sun's Darkstar. Darkstar contains what amounts to a wish list of dynamicaly balanced, zoneless whatnot. It could be used to directly drive a client instead of mediating through a zone server. Its big downsides are complexity and the fact that it would need some sort of server side collision detection grafted in (via ODE?). I think that Panda3D would be the easiest to integrate into Darkstar. |
_________________ The Ruleset Modeling Language - A project for making it easier to design virtual worlds. |
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| acemtp |
Posted: Thu Oct 25, 2007 4:07 pm |
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Joined: 24 Nov 2006
Posts: 33
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Okay, then I add myself on the list of the potential people who could care of making plan B :D
But it's a little bit different for me:
The good thing is that I currently don't have a job. It means I can have lot of time to manage the project.
The bad thing is that I currently don't have a job. It means that the plan B has to be funded and I need money to live. I don't want to get rich with this project, just enough to live and eat.
I spent 7 years developing mmorpg (ryzom, mankind), 5 years leading technical team and opensource community.
If you want to know more on my mind about how to manage a project, it's:
- Pragmatic (don't talk, do)
- DRY (don't repeat yourself)
- KISS (keep it simple, stupid)
- Iterative Development (don't work for 10 years and then see if it works)
- Work on what really matter (I saw lot of dev working months and months on their next killer apps and after that, they have nothing because they spend too much time on developer stuffs (overdesign, ...) and not a basic dumb working version 1).
- Less is more
- http://agilemanifesto.org/
I'm a certified scrum master and spent lot of time on Extreme Programming methods, so if you know the spirit behind these methods, it's what I share.
And if you ask me which libraries should we use, which language... I'll answer, I can give you my advice (c++ and nel of course ;) ) but in fact, what is really matter is to see all together, since my goal as a lead is more to federate and help the group to find the solution by itself instead of dictate. Of course, I can help with my technical knowledge and background. |
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| recentcoin |
Posted: Thu Oct 25, 2007 5:55 pm |
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Joined: 15 Jan 2007
Posts: 55
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There is already an alpha integration of Panda3d as a client for Darkstar. Darkstar as the server architecture offers some serious benefits, as does Panda3d. IMHO, this is, at least at this moment in time, the most complete set up but Delta3D may be getting ready to change that. I'm still waiting to hear back from them. If the answer is affirmative, I'd recommend a Darkstar/D3D platform instead.
Darkstar
1) Active development community driving the addition of features and modules
2) The development is driven by Sun, so the dev team won't be going away anytime soon.
Panda3d
1) Development is driven by Disney and Carnegie-Mellon, so they won't be going away soon either.
2) Our initial eval says that we can replace the relative crappy physics in Panda with ODE in a fairly trivial manner
Alternatively, Delta3D
1) Development is sponsored by the US Military, so they won't be going away soon
2) There is some evidence of a connector under development that will tie Delta3D to Darkstar as a client in much the same way Panda is
3) Delta3D has some *very* cool features you don't get in Panda
4) No need to replace the physics in Delta3d - already uses ODE
2 cents.... |
_________________ TIA,
RecentCoin
Epoch The Game
www.magnaturris.com
Project Angela
www.rpg-gamerz.com |
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| recentcoin |
Posted: Thu Oct 25, 2007 6:01 pm |
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Joined: 15 Jan 2007
Posts: 55
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acemtp wrote:
The bad thing is that I currently don't have a job. It means that the plan B has to be funded and I need money to live. I don't want to get rich with this project, just enough to live and eat.
*pokes Xavier with a stick*
See, this is exactly what I'm talking about. Here's someone who is probably more than qualified to take it on (I don't know you personally & this *is* the internet :) ) but we have no money to pay him. Despite what some people might say about OSS, people still need to live. It's a lot easier to write massive amounts of code when you're getting paid to do it. It becomes your primary responsibility instead of a hobby that you devote spare bits of time to as you're able. It also makes it a lot easier for the spousal unit to swallow when you're getting a check.
Another 2 cents.... |
_________________ TIA,
RecentCoin
Epoch The Game
www.magnaturris.com
Project Angela
www.rpg-gamerz.com |
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