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Re: Fwd: identifying obstacles in ubuntu gaming and pushing it forwards

 

did someone say making a direct X type of lib is a bad idea? What else is
there you can do? The opengame art site has hardly any solid art.

On Wed, Jun 17, 2009 at 8:15 AM, Ryan Swart <serjndestroy@xxxxxxxxx> wrote:

> In my opinion, re-using and re-mixing content is *the strongest *benefit
> of foss games, yet very few people do it. Instead, we have loads of artists
> re-making grass textures for projects that often never leave the ground,
> instead of making *high priority individual art *which would be what sets
> the project apart from others. If you could have a good, standard base of
> textures and models, in 2d and 3d, coders can at least be able to make a
> playable and decent looking game without needing an artist in order to get
> the game off of the ground. Once a game is off the ground, the dynamics of
> development change quite a bit, and as I see it, becomes more accessible to
> slip into..
>
> Also, while the Gutenberg example stays, how many stories follow the same
> structure as famous works? How many works are influenced by others? If you
> have never read many books, wouldn't a large variety of books at your
> fingertips help you write one?
> Heck, a big, cut and paste and remix project using the Gutenberg could be
> pretty darn interesting, in my opinion..
>
> On Wed, Jun 17, 2009 at 3:38 PM, Luke Benstead <kazade@xxxxxxxxx> wrote:
>
>> 2009/6/17 Ingo Ruhnke <grumbel@xxxxxxxxx>:
>> > 2009/6/17 Luke Benstead <kazade@xxxxxxxxx>
>> >>
>> >> There is launchpad and its type of course, but that isn't suited to
>> music,
>> >> level, texture and model
>> >> creation. If someone creates an amazing 3D model of a game character,
>> >> where do they put it?
>> >
>> > For example on:
>> >
>> > * http://opengameart.org/
>> >
>> > Or one of the pages listed at:
>> >
>> > *
>> >
>> http://wiki.freegamedev.net/index.php/Free_3D_and_2D_art_and_audio_resources
>> >
>> >>
>> >> If I'm writing a game, where do I go to find a pre-made model?
>> >
>> > You don't, you create them from scratch. When you want a new good story
>> you
>> > don't go to ProjectGutenberg and start copy&paste bits and pieces
>> either,
>> > you write something from scratch. While some art is recyclable (mostly
>> music
>> > and generic textures), most simply is not if you want to end up with
>> decent
>> > results. You can't replace a good artist with a webpage.
>> >
>>
>> While that is true, if I need a model of a Lion it would be quite
>> handy to find a model of a Tiger, edit it, retexture it and reupload
>> it somewhere. In the same way that the open source allows for
>> improvements/adaptations to source, adaptations to
>> models/textures/sounds should be just as easy.
>>
>> > That said, it wouldn't hurt to have more free art, a game character full
>> > with walk cycle, jump animation and all that stuff could certainly be
>> useful
>> > either as reference or as placeholder.
>> >
>>
>> Indeed.
>>
>> >>
>> >> The code, libraries, engines etc. aren't the problem.
>> >
>> > Most of the time they are as much of a problem as the art, as the
>> engines
>> > are unfinished, the export scripts being buggy and numerous other
>> issues.
>> >
>>
>> I feel that it's more the toolset than the engines themselves. For
>> example, take irrlicht. The engine is really nice, but the recommended
>> scene editor is irrEdit which is closed and Windows only. It can load
>> Quake 3 BSP files, but they must be compiled and binary partitioning
>> information isn't exactly useful for an outdoor game.
>>
>> > The core problem with games is simply that they are *a lot* of work.
>> Free
>> > Software works for other project because a Linux, Gimp or Apache has a
>> > lifetime of well over 10 years, your average mainstream game has a
>> lifetime
>> > of maybe a month or two, after which it gets boring and you move on. So
>> you
>> > simply don't have time for incremental improvments.
>> >
>>
>> I would suggest that a central point for resource collaboration would
>> help this. Even if it was just a place where people could post the
>> artwork etc. they needed then a group of artists could create it and
>> people could submit back their incremental improvements. For example,
>> say I need a spaceship for my game, I sketch out the spaceship in
>> programmer art and upload it to a models wanted section. Some modeller
>> comes along and makes a basic model and uploads it but it doesn't have
>> any animations of the wings unfolding, so someone else comes along,
>> takes the model, adds the animations reuploads it etc. until I'm
>> happy. The model is there forever for people to use new ways, RTS
>> games, 3D space shooters 2.5D side scrollers etc.
>>
>> Luke.
>>
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>
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