[gameprogrammer] Re: Welcome new members!

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sun, 12 Dec 2010 14:19:29 -0800

to toss it into the mix... i work for a pretty large game company (300
employees at our location, a handful of locations world wide) and
funny enough they have a policy of no open sourced software allowed.

kind of silly as almost everything (windows, PS3 code, etc) has zlib
built into it already.

We had need of doing http requests recently so went to legal to ask if
we could use libcurl and they said yes.  They are fine with the MIT
license as it turns out but want nothing to do with GPL style licenses
for some reason.

This has been an issue in the past for other game companies i worked for too.

At one place, when the producer found out i used open sourced software
(even though it had been OKd by the tech director) he told me if i did
that again in the future i would be fired.

I think ignorance may at least be part to blame, ignorance and legal
paranoia IMO but of course it's easy for me to throw stones without
having the threat of being sued (real or imagined) on MY head hehe.

kinda crazy though isnt it?

On Sun, Dec 12, 2010 at 2:12 PM, Paulo Pinto <pjmlp@xxxxxxxxxxxxx> wrote:
> I don't think the commercial status of Flash is an issue.
>
> One thing that took me some time to learn as open source fan, is that in the
> game industry no
> one cares about such issues.
>
> The goal is to produce a game, regardless of the tool or technologies
> required.
>
> Even if there is a need to rewrite, it is usually not considered, because
> there are contractors
> specialised in porting the games to different platforms.
>
> --
> Paulo
>
> On Sun, Dec 12, 2010 at 7:02 PM, Chris Eineke
> <gameprogrammer@xxxxxxxxxxxxxxx> wrote:
>>
>> On 10-12-11 06:42 PM, Bob Pendleton wrote:
>>>
>>> Yes, C++ is now the standard language for writing game engines in the
>>> commercial game industry. If you want to be a technical programmer and
>>> learn everything from the bottom up the C++ is the way to go. If you
>>> study C++ you will learn C along the way.
>>
>> Hey Bob,
>>
>> I'm not sure if I agree entirely with that. C++ certainly is the standard
>> language for certain market segments (console games, non-casual PC games),
>> but there is also the huge casual game market, which is predominantly Flash
>> with ActionScript. (Whether or not the business model behind those games is
>> good or not is another question that Jonathan Blow has some comments on[1]).
>>
>> If you take a longer look at the whole Flash API, you'll notice that they
>> have implemented all the necessities for games in an event-based fashion.
>> You have automatic memory management, javascript-like syntax, sockets, a 2D
>> render scene, animations and still images and vector graphics, image
>> effects, sound, input, and -- of course -- an event model. Adobe is also
>> working on a 3D API for Flash as well.[2]
>>
>> Of course, you need look above the proprietary nature of Flash, if you go
>> down that route. You have to pay for the development tools and you'll be
>> held at Adobe's whim, yet I think that the benefits you'll derive from the
>> API and the development model will vastly outweigh the negatives.
>>
>> [1]
>> http://www.gamasutra.com/view/feature/6224/catching_up_with_jonathan_blow.php?print=1
>>
>> [2] I'm neither a spokesperson for Adobe, nor a fanboy of Adobe products.
>> I recently was thrown at a project that involved the technologies that I
>> mentioned and I'm just giving an opinion.
>>
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>>
>
>

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