• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
mrheisenberg

Light Propagation Volumes patent by Crytek?

6 posts in this topic

That is ugly... Yes, it means that if you use the LPV technique published in their paper, then they can sue you in the US for patent violation and demand you pay them compensation.

Having a look around google patents, it seems they actually have a lot of patents...

 

However, many companies register patents for defensive purposes only -- to ensure that "patent trolls" don't claim their own ideas and then sue them. To be safe, you'd have to get in contact with them and obtain written permission to use their idea.

 

Personally, I try to just pretty much ignore software patents. A lawyer would advise against this approach, of course, but I'd rather simply take the risk, and bet that Crytek would not sue a small indie like myself and risk all the bad publicity that it would bring on themselves from being so evil...

2

Share this post


Link to post
Share on other sites

If you read a paper from a company, you can be pretty sure they don't release it to share their ideas,

they do it because they need to publicate any technique they want a patent for, isn't it?

 

Anyone knows how those 'licensing fees' look like in practice?

0

Share this post


Link to post
Share on other sites

Personally, I try to just pretty much ignore software patents. A lawyer would advise against this approach, of course, but I'd rather simply take the risk, and bet that Crytek would not sue a small indie like myself and risk all the bad publicity that it would bring on themselves from being so evil.

I've actually had multiple lawyers tell me to just ignore software patents. Don't look at them, don't read them.

If you know something is patented, then don't do it.

But if you have no knowledge of the patent, ignorance can actually be a good defense for companies. First it is unlikely to be discovered. Next, because you haven't read it exactly it is that much less likely that you followed all the steps of the patent, making it less likely that you actually infringed and instead came up with a similar-yet-different technique. If the company wants to fight it, an accidental infringement can be useful as evidence that the technique is obvious and not novel. And finally, if you know about the patent it becomes willful infringement, which has a much greater penalty than an accidental infringement.

Software patents are a very strange area of law.

Sometimes ignorance really is the best policy. Don't break it if you know it, but at the same time it is generally a bad practice for programmers to read every new software patent.
1

Share this post


Link to post
Share on other sites

I've had lawyers give exactly the same advice as frob.  Take the "Sgt Schultz" approach to patents.  (ask your parents, or Google it :))

 

You can have "willful" patent infringement or "not willful" infringement

If you unwillingly infringe on a patent (i.e. you just did your thing and it turns out you happened to infringe), of course the patent holder can be entitled to reasonable compensation.

However if you willingly infringe (you made your thing, knowing full well that what you were doing was patented by someone else), the patent holder can be awarded up to triple damages.

That's why a lot of companies have policies that their engineers not look at patents.

Edited by bschmidt1962
0

Share this post


Link to post
Share on other sites

I've actually had multiple lawyers tell me to just ignore software patents. Don't look at them, don't read them.

If you know something is patented, then don't do it.

But if you have no knowledge of the patent, ignorance can actually be a good defense for companies. First it is unlikely to be discovered. Next, because you haven't read it exactly it is that much less likely that you followed all the steps of the patent, making it less likely that you actually infringed and instead came up with a similar-yet-different technique. If the company wants to fight it, an accidental infringement can be useful as evidence that the technique is obvious and not novel. And finally, if you know about the patent it becomes willful infringement, which has a much greater penalty than an accidental infringement.

Emphasis added. This is a really big deal, particularly if you're employed. Do not go digging through patents in your field and reading them. It opens you up to a whole world of painful liability.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0