Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 10 Feb 2013
Offline Last Active Feb 17 2014 09:29 AM

Posts I've Made

In Topic: Raising Money For my Game?

16 February 2014 - 11:34 PM

Excellent, thank you. I stand corrected and have removed/edited my previous posts. This information helps me a great deal despite the troll like point bashing and the "you don't know what your talking about" responses. I need more than, "I don't know what I'm talking about". That's just a long way of calling someone stupid. Remember, you can be confident and humble at the same time. This site is about a community, and a community is about helping each other. Being confident and cocky looks belligerent, which is why I prefer humility, especially for something so... correctable.  But then again, I'm not the one correcting someone, so it's not my choice and thus, shame on me. Have a good day.

In Topic: Raising Money For my Game?

16 February 2014 - 10:37 PM

The GPL FAQ clearly states that the output of a program is only covered by the licence if the program copies part of itself into the output


To insure that the words "copy" and "introspecting" are not being confused with each other, I pose the following question to you:

Could you please clarify this, specifically what Blender is referring to as a "standalone"? No assumptions please.

Per blender.org:



So I can make games without having to worry about the GPL, right?

Games created in Blender (.blend files) are program output and therefore not covered by the GPL. You can consider them your property, and license or sell them freely.
With stand-alone games however, any data that is included inside the actual stand-alone executable is covered by the GPL. If this is a problem then you should set up the stand-alone player so it reads from external .blend files. A common practice is to include a "please wait, loading..." scene in the standalone, and read level files externally.
The Blender standalone player or the game player can be sold commercially too, but you have to make it available under the GPL conditions.



I'm assuming you are incorrect. However, if you are indeed correct, you'll be helping me a great deal in the long run. Please provide reliable citations to the answer regarding the question I pose to you. Thank you.

In Topic: Raising Money For my Game?

16 February 2014 - 08:37 PM

Removed/Edited due to errors found in my statement.

In Topic: Raising Money For my Game?

12 February 2014 - 10:32 AM

Removed/edited due to errors found in my statement. 

In Topic: How much planning do game programmer before writing a single line of code and...

10 February 2014 - 01:52 PM

Doing something for the first time is always the hardest.
Hence no amount of planning can trully prepare the developer for a solution to the problem. 
Planing/Design is a very subjective thing.
Sometimes just writing prototype code to see if a design works, can lead to understanding the problem better. 
Rather than having talks with people of what could be and what not.


Correct. This is why almost all internships do diagrams and charts rather then pure coding. Conceptual understanding is critical, or you're just coding blindly. It's also an easy way to spot a very obvious bug that could be over looked in development. What saddens me is when people bash charts and diagrams, claiming it to be useless. For some, such things may be a hindrance. But here's my outlook on it: 1 great programmer can not program nearly as good as a 100 moderately good programmers working as a team. While it's critical to be confident, its crucial to identify when confidence is tainted by belligerence and ignorance. I would much rather work with the person that needs the flow chart and communicates well with me than someone who is too good for anyone else.  So yes, communicating to the point of what is needed (typically in a chart or diagram) can be of a invaluable asset for leadership and direction, which means more man power to complete the larger task at hand.