Thursday, October 15, 2009
Ogre 3D Going "Even More" Open Source
Ogre 3D is a popular 3D graphics engine - and definitely the most popular Open Source 3D graphics engine. It has been used for numerous indie projects, and has started to gain traction on more "mainstream" game projects such as the upcoming RPGs Venetica and Torchlight.It's gained popularity in part because its licensing - the "LGPL" - was a lot more friendly to commercial developers. The LGPL requires any changes or statically linked additions to be made available to the public in source code form. In practice, this has meant that so long as you dynamically linked the code to your game (for non-programmers: It was a separate file installed with the game), you only had to publish the changes / addition to the engine itself.
Ogre 3D announced a few weeks ago that it was changing the licensing on the next version (1.7) of the engine. The new licensing will be the MIT license - which lacks even the limited "viral" component of LGPL, which Ogre has used up until now. (Ogre also had a "commercial" proprietary license - the OUL - for those companies that wanted to use it without the source code commitment).
The new license does away with the requirement to release source code, and the OUL will be phased out for version 1.7 and beyond. Will this hurt Ogre 3D's growth as an open source project? The project leaders think not:
"While not requiring modified source to be released might initially seem like giving up an important motivator to contribute code back to the community, we’ve noticed something in recent years: 99% of useful code contributions come from people who are motivated to participate in the project regardless of what the license tells them they have to do. It’s our experience that a certain percentage of the user community will always participate and contribute back, and therefore encouraging adoption via simpler licensing is likely to result in more contributions overall than coersion via complex and restrictive licensing does. In addition, people who are internally motivated to participate tend to provide much higher quality and more usable contributions than those who only do it because they are forced to."An interesting observation on their part, and it makes sense. And as Ogre 3D is a fairly popular (and most technically hard-core) open source projects that has been kicking around for a while now, they'd probably know. Anybody who's had to work with code written by someone who either didn't know what they were doing, or didn't care who would have to maintain it after them, can probably understand where they are coming from. Grudgingly-provided source code is not much better than no source code at all.
So if that percentage of quality providers can remain constant, it makes sense that the best way to grow it is to increase the size of the user base. The less restrictive license may do that, especially for larger, commercial studios (who have an automatic allergic reaction to GPL and LGPL, and not entirely without reason).
The biggest concern here might be that some company might then make some minor, proprietary changes to the engine and then sell it as a competitor to Ogre 3D. But to be able to sell it, they'd need to make some pretty substantial changes to be worth the price difference, and the Ogre 3D's team hopes that this approach will make bigger advances in the quality of their own team's output.
Anyway, here's hoping this new approach will help catapult Ogre 3D to new heights as a free, fully-featured 3D engine!
Labels: programming
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This is why most of my opensource stuff these days are released under zlib license, a "totally no string attached" license :-).
I've downloaded Ogre before, but I haven't had much of a chance to use it... First I need to finish my assembly language vintage projects. :)
What little I played with it, it was very powerful and flexible... if I knew more about what I was doing in a 3D engine, it would work very well.
What little I played with it, it was very powerful and flexible... if I knew more about what I was doing in a 3D engine, it would work very well.
I personally think that these guys - and many other Open Source projects - are on to something here. The viral licenses are an interesting idea, and on the surface seem to take advantage of enlightened self-interest, but I'm not sure that they aren't a bigger pain in the butt to maintain than they are worth.
Adamantyr - keep livin' the dream with those assembly-based vintage projects, dude! Actually, did you see that the September issue of Game Developer magazine had a section (1.5 pages!) on modern tools for vintage developers?
Anyway, one thing I keep getting tempted to try is Python-Ogre. I just... need... time! TIME! It seems like it would be an easy way to get into it. And an excuse to program in Python, which is always a joy (probably because I haven't done enough of it yet).
Adamantyr - keep livin' the dream with those assembly-based vintage projects, dude! Actually, did you see that the September issue of Game Developer magazine had a section (1.5 pages!) on modern tools for vintage developers?
Anyway, one thing I keep getting tempted to try is Python-Ogre. I just... need... time! TIME! It seems like it would be an easy way to get into it. And an excuse to program in Python, which is always a joy (probably because I haven't done enough of it yet).
Nah, it'll be a joy after that too. I've wrote Python scripts for GIMP, Blender, SCons, custom scripts for building my Flash games and the 3D artists at work want me to check out a new Python plugin for 3dsmax so i can write stuff for them (although i try to avoid this one, 3dsmax is a pain to write code for).
I have played with ogre a little bit. I kinda like irrlicht better, it is so fast and easy to use. Since I've finished my iPhone app I've just been sitting here in limbo trying to decide which project I want to finish first, and I think I am going in a 3d direction.
Looks like 1.7 Ogre will be a fine place for me to investigate it for game development. Though the license improvement is somewhat minor to me versus "Hey, we've got a new and better version coming up!"
I think Irrlicht is a pretty awesome option for indies, too. I've been a fan of it for years. It looks like it has matured to a state where it would be VERY appropriate for commercial-quality indie games.
The license issue isn't such a big deal for me, either, since I never had a big problem (conceptually) with dynamically linking the library OR making any changes or additions I made public. That's just being a good member of the community. But the new license does mean having to be less paranoid about how you handle the linking, which would be nice.
The best part, really, is not what it does for us indies, as to how much it might expand the usage (and then, hopefully, the resulting growth and maturity of the engine and community support) to a wider group of users who might have been scared off before by the license. Especially the larger game studios.
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The license issue isn't such a big deal for me, either, since I never had a big problem (conceptually) with dynamically linking the library OR making any changes or additions I made public. That's just being a good member of the community. But the new license does mean having to be less paranoid about how you handle the linking, which would be nice.
The best part, really, is not what it does for us indies, as to how much it might expand the usage (and then, hopefully, the resulting growth and maturity of the engine and community support) to a wider group of users who might have been scared off before by the license. Especially the larger game studios.
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