Ambiera ForumDiscussions, Help and Support. |
|
| [ 1 2 ] Page 2 of 2 |
|
|||||
|
And to add that I don't even understand why it hasn't been updated in the latest version... ha if I know! the big laziness of the main dev... |
||||
|
I too agree that the engine should be made open-source. |
||||
|
Hey Robbo, I'm not trying to troll or something, just asking out of interest. So what benefit will open sourcing the engine will bring to you? I see that pops up quite often, but I still don't understand, how it will make a difference. Even though the engine is closed sourced, you can buy a studio version (which I believe you already own), and get sources, so it is possible to modify the engine in any way you want. Also making it open source doesn't mean current owner will not own it anymore, right? Niko will probably still validate the code that comes in, which means changes you've made will still stay unmerged for months as it is now. The only difference, they will live in github instead of his email box. And from the owner's perspective, it's not beneficial at all. You lose all income generated by the engine. Even one sold professional edition can buy you a lunch (a cheap one, but still), which is much better than nothing. And also you will have to deal with contributors, who potentially could be dissatisfied with how engine progress or with owners/other contributors actions. So could you maybe elaborate on your point of view? |
||||
|
It's not about the engine in the first place, sounds like it is more about the editor @Robbo and many others hope for to see evolving. It's about small things in 2024 the editor still can not handle. |
||||
|
The previous post wasn't made by me. It seems there are multiple people using the same name, similar to the alias "guest." I don't mind if others use the same name as mine, but I wanted to clarify that there can be different entities with the same name, possibly with varying opinions. As for myself, I'm not part of the debate regarding open-sourcing the engine or the editor since I'm not much of a programmer. However, I do agree with @okeoke to some extent—if the editor is made open source, wouldn't the core developers still be the ones pushing updates to it? Otherwise, there could be numerous CopperCube engine clone distributions everywhere. But honestly, I don’t fully understand how all this open-source stuff works. I also just registered myself, and from now on I will use the registered account only. |
||||
|
Guru wrote: It's not about the engine in the first place, sounds like it is more about the editor @Robbo and many others hope for to see evolving. It's about small things in 2024 the editor still can not handle. Well, it's the same question about the editor. The editor is not perfect by any mean, it's hard to copy scenes, scene graph is sort of annoying, because it expands all the time, not possible to copy actions, and so on. But I can't see how any of these could be a real show stopper. Once again, just to mention, I'm not trolling, or trying to get into the debate, just want to hear the opinion. I see a lot of people talking about how making it open source or releasing a new version will make a significant difference for them, but I don't understand how that suppose to work. |
||||
|
Thanks Just_in_case! It will help a lot, I have no doubt it is a great improve because now will be very more easy to view all the actions for a better understanding about the logic of the projects! |
||||
|
@blackwater, thanks a lot for the donation, I am glad that the tool is helpful to you. Yeah in version 2 I have updated it so that they remain side by side and most of the information will be visible. It is actually half the width of previous panel from where the new panel will be aligned. Unfortunately those weird boundary lines are not fixable automatically, but if you drag the panel manually then they will automatically fix. I fill try to find a way to fix them as well. @Guru, while it is possible for me to add a new parameter for horizontal alignment of the panel position, but it would just not be necessary and would then not work with multiple panels, they will be then overlapped onto each other, as the parameters in config.ini are global parameters for each panel. So that won't make much sense to have the parameter for horizontal alignment. Hope I clear out my point without causing any confusion. @okeoke, to me opensourcing the editor won't make any sense, if people were interested then they would have created an editor of their own, and already had utilized the latest version of irrlicht. I mean how hard it is for a programmer to create a User Interface for already available game engine i.e irrlicht engine, that too is more updated than the current one that Coppercube uses internally. If you guys really are into opensource game engine then I can create a Github Repo/Fork, and let you guys to create a game engine of your own. But the bitter truth is that people who are skilled C++ programmer and got knowledge about irrlicht engine might not be up for it. Opensourcing Coppercube Editor will be a topic of interest to those people who are newly introduced to C++ programming or to the core of the engine Irrlicht, including me. A huge part of me do want to try my hands on the Coppercube editor, but I know that I will introduce more bugs and glitches than improving it being an amateur C++ programmer. That is why I started "Khel" initially so that it can be a playground for me to learn how stuff works and how I can improve myself, but due to lack or motivation and interest I dropped that project. The reason why new API's and features were not added to the engine directly might also be the same, A lot of people were sending their code to @niko, and wanted him to incorporate it into the engine, while it is not possible for @niko to manually test each and every code that is submitted to him. He came up with the idea of having custom binary so that people can have their own binary that allows them to publish the game with their own updates without actually breaking or affecting the core game engine. As CopperCube has already receive so many negative posts regarding the bugs and issues, I think @niko made the right choice by introducing custom binaries, so that more bugs/glitches won't get introduced into the core of the engine or editor, also user created codebase is hard to manage. @niko knows his engine the best and it will not be open source for sure. @andgameplay, thanks a lot. I am really happy that the tool is helpful :) |
||||
| [ 1 2 ] Page 2 of 2 |
|
|