Tag Archives: source

Quadrilateral Cowboy released open-source

Quadrilateral Cowboy released open-source code linux mac pc

Quadrilateral Cowboy is built on the Doom 3 engine, which was released a while ago under the GNU General Public License, which states that derivative works must be released under the GPL. Voila, Quadrilateral Cowboy is now open source for the #firstperson #hack-and-heist #simulator.

The QC FAQ now includes download links to the source code, which is written in C++ “and includes the solution files for Microsoft Visual C++ 2010.”

Quadrilateral Cowboy released on Steam with Workshop support, allowing users to make their own maps, but now the source code opens up more options for people looking to extend their gameplay. Developer Brendon Chung is already planning to release a ‘deleted scenes‘ cut sometime in the next couple of weeks.
And according to Blendo Games, “Quadrilateral Cowboy will be available for Linux in September 2016.”

Quadrilateral Cowboy is a single-player adventure in a cyberpunk world. Tread lightly through security systems with your hacking deck and grey-market equipment. With top-of-the-line hardware like this, it means just one thing: you answer only to the highest bidder.

This is a good sign, Quadrilateral Cowboy is certainly moving forward, which also extend the gameplay further. That is if people can make new reasons to return to the hacker world?


CRYENGINE Source Code released on Github as pay-what-you-want


#Crytek has #released the engine source code for the latest CRYENGINE on GitHub.

Back at GDC in March, Crytek made an #announcement the company would release the full engine source code under a “Pay What You Want” model.

The source code release, a marketing manager for CRYENGINE to clear any speculation and answer questions about the release:

  • “Some clarifications, as I see a lot of misinformation ads speculation here:

  • We have today released engine source code of CRYENGINE (latest build being last week’s 5.1) on GitHub

  • The GitHub release today is new, but we announced at GDC back in March that we would release full engine source code under our new “Pay What You Want” business model

  • Commercial games: If you so chose, you can take the engine and make a full commercial game for free, yes. There are no royalties or obligations towards CRYENGINE, though contributions to the engine’s development and/ or our Indie Development Fund are more than welcome

  • EULA: I usually give ESRB ratings as an example. If your game would get a “M” (or 18 in Europe), it is fine. If there is content that would require it to be rated “Adult’s Only”, chances are it violates our EULA.

  • Licensees: There are more indie developers than ever using CE for their games these days, and also some unannounced titles from larger companies…

I hope this clears it up. Shoot if you have any questions :)”

CRYENGINE was originally developed by Crytek as a tech demo for Nvidia. When the company realized the potential of the engine, Crytek turned it into the first Far Cry video game.


The early ID Software game engines now open sourced

The source code for id Software’s first games, produced for disks-by-mail company #Softdisk, has been released under an open-source licence for the first time.

Gaming giant id Software has extended its practice of releasing previous-generation game engines under open source licences, going right back to the founding of the company and the titles it released under the Softdisk label.

Now owned by Bethesda, many of the co-founders and early employees of id Software – including John Romero, John Carmack, Kevin Cloud, Jay Wilbur, Tom Hall and Adrian Carmack – got their start working for a disks-by-mail organisation called Softdisk. Their biggest success was a 3D ray-casting game engine created by John Carmack and used to create a range of games that would presage id Software’s hit Wolfenstein 3D.

In recent years, id Software has got into the habit of releasing the source code to its game engines under the GNU Public Licence – allowing coders to take the engine and make their own games, or port existing games to new platforms, without having to pay royalties or suffer restrictions on the code’s use. Its very early games, however, were created while under Softdisk’s direct employ – meaning id Software has been previously unable to distribute the source code.

Thanks to [current copyright holder] Flat Rock Software,‘ John Carmack wrote in a Twitter post late last week, ‘the early code I wrote for Softdisk is going GPL.‘ The code itself is available on the company’s official GitHub repository, with the sources of the Catacomb series – Catacomb, Catacomb II, Catacomb Abyss, Catacomb Armageddon, Catacomb 3D – and Hovertank 3D – currently available.

As with id Software’s direct engine release, the source code does not come with the still-copyright game assets such as graphics and audio; in other words, you can’t just clone the repository, compile and have ready-to-play versions of the games at your fingertips. The code does, however, provide an insight into the early careers of some of gaming’s biggest names – and the potential for some clever hacks and mods to come.

Reblogged from: bit-tech.net


Opening up Unreal Engine 4 and the Unreal Diaries

Opening up Unreal Engine 4 and the Unreal Diaries

Tim Sweeney discusses the firm’s new approach to game #development

At the 2014 Game Developers Conference, Epic Games’ founder Tim #Sweeney made an announcement: “Unreal Engine 4 has launched. What we’ve released is both simple and radical: everything.”

The fully-featured engine, including the tools and C++ source code, is available to download, with the goal of putting the technology within reach of everyone interested in building games and 3D content.

Sweeney says: “For $19 per month, developers can have access to everything, including the Unreal Editor in ready-to-run form, and the engine’s complete C++ source code too.

“This is the complete technology we at Epic use when building our own games, forged by years of experience shipping games like Gears of War for Xbox and Infinity Blade for iOS, and now reinvented for a new generation.

“Having the full C++ source provides the ultimate flexibility and puts developers in control of their schedules and destinies. Whatever you require to build and ship your game, you can find it in UE4, source it in the GitHub community, or build it yourself – and then share it with others.”

Develop in the Unreal Ecosystem

Beyond the tools and source, UE4 provides an entire ecosystem. Anyone can chat in the forums, add to the wiki, participate in the AnswerHub question-and-answer portal, and join collaborative development projects.

To help developers get started, Epic ships a large variety of polished content, samples and game templates which are available through the engine’s Marketplace.

As Sweeney puts it, Marketplace “simply hosts free stuff from Epic, but its resemblance to the App Store is no coincidence: it will grow into a complete ecosystem for sharing community-created content, paid and free, and is open for everyone’s participation”.

Harness Leading Platforms

The initial release of the engine is only the beginning. The UE4 editor currently runs on Windows PC and Mac OS X and the tools are used to deploy for PC, Mac, iOS and Android.

In the C++ code, many new initiatives can be extended. These include, for example, Epic’s efforts to support Oculus VR, Linux, Valve’s Steamworks and Steam Machines, along with deployment of games to web browsers via HTML5. It’s all right there, in plain view, on day one of many years of exciting and open development ahead.

In addition, developers building projects for PlayStation 4 and Xbox One can obtain Epic’s console tools upon providing their respective Sony and Microsoft registration credentials.

Ship Games with Unreal

Sweeney explains how Epic is working to build a company that succeeds when UE4 developers succeed. Anyone can ship a commercial product with UE4 by paying five per cent of gross revenue resulting from sales to users.

He adds: “We realise that’s a lot to ask, and that it would be a crazy proposition unless UE4 enables you to build way better games way more productively than otherwise.”

So, will this effort succeed? Epic says that’s up to how developers judge the engine’s value.

UE4 has been built by a team of more than 100 engineers, artists and designers around the world, says Sweeney, and this launch represents all of Epic’s hopes and dreams of how major software can be developed and distributed in the future.

In light of this new start, Sweeney concludes: “We have enjoyed building UE4 so far, and hope developers will join us on this journey.”

Reblogged from: develop-online.net

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Authoring Tools Framework – Valve and Sony give Github some Game Development Love

One of the hardest things for console #developers is navigating the tools and environments required to make #games for a system.  It was also often an expensive investment getting your hands on a dev kit and its documentation.  Throughout gaming history consoles have ultimately become successful or failed based on how easy it was to use these tools and how widely available they were for a large number of third parties to build a massive library.  Sony has just made a bold move to strengthen their position at the top of this console war.

Sony has released some of the development tools (Authoring Tools Framework) they use to make first party titles online in full and beautiful open source.  Now anyone can have an easier time writing the tools needed to create necessary parts of a game engine, such as level editors and the like.  Think of it as being handed the first machine on the assembly line of game development for free with a well-documented manual on how it works and the ability to tool around with it openly.  This will be a massive boon to would be developers who can now take their first steps to putting a game on Sony’s platform at no cost on Github.

Valve got in the action as well.  They released a tool set (Authoring Tools Framework) that helps taking DirectX games and getting them to work in OpenGL so that they aren’t anchored to the Windows operating systems.  This will be a boon to developers who want to port their games to Steam OS in the near future.  This also appeared on Github and is completely open source, which is great because some would call this tool little more than a quick and dirty hack that needs some love and the open source community might be just the right group to do it.  This way Valve doesn’t have to spend their own resources improving this tool set and it allows it to be open and free for anyone to get their hands on if they need it.


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