goruka writes: After half a year of work, Godot, the most advanced open source self-contained game development environment reached version 1.1. This game engine is a community developed effort to produce an open (and no strings attached) alternative to large commercial software such as Unity and Unreal. This release focuses on improvements to the 2D engine so all features used by modern 2D games are implemented. A video showcase with all the new work is available.
goruka writes: Godot, a community developed game engine (and self proclaimed as the most advanced open source game engine) became free today. Previously, Godot’s license (MIT) allowed users to do anything, but this wasn't really following the true definition of “free” which was adopted by the industry leaders such as Unity 5 or Unreal 4, which also recently became free.
To make Godot a more viable choice in the eyes of video game developers, the team has decided to attach strings to it’s freedom.
goruka writes: Godot, the most advanced open source (MIT licensed) game engine, that was open-sourced back in February, has reached 1.0 (stable). It sports an impressive amount of features, and it's the only game engine with visual tools (code editor, scripting, debugger, 3D engine, 2D engine, physics, multi-platform deploy, etc) on a scale comparable to commercial offerings. As a plus, the user interface runs natively on Linux. Godot has amassed a healthy user community (through forum, Facebook and IRC) since it went public, and was used to publish commercial games in the Latin American and European markets such as "Ultimo Carnaval" with publisher Square Enix, or "The Mystery Team" by Sony Computer Entertainment Europe.
goruka writes: Godot is a fully featured, open source, MIT licensed, game engine. It focuses on having great tools, and a visual oriented workflow that can deploy to PC, Mobile and Web platforms with no hassle. The editor, language and APIs are feature rich, yet simple to learn. Godot was born as an in-house engine, and was used to publish several work-for-hire commercial titles.
With more than half a million lines of code, Godot is one of the most complex Open Source game engines at the moment, and one of the largest commitments to open source software in recent years. It allows developers to make games under Linux (and other unix variants), Windows and OSX.
goruka writes: Often, when programming large applications in C++, the executable tends to get huge (several megabytes). I know that some factors (C++ features) such as inline abuse, templates, constructors, strings, etc. contribute to adding fat to the binary executable. Although this isn't a big problem in desktop PCs, which have gigabytes of RAM nowadays, it is very serious when writing for mobile or embedded devices. So my question is, are there any tools or profiling techniques to somehow "detect" which sections of a binary (functions, constants, , etc) are consuming the most space? I know that there are many memory, cpu, I/O profilers around, but executable binary size profiling seems not to be a common area of optimization...
goruka writes: As a citizen of the open source community, I have written several applications and libraries and released under the BSD license. Because of my license choice, I often run into the situation where a company wants to write software for a closed platform using my code or libraries. Even though there should be no restrictions on usage, companies very often request a different license citing as a valid reason that the creator of such platform has special terms forbidding "open source software" in the contracts forced upon the developer. So my question is, has anyone else run into this situation, and are there examples of such licenses that I can provide? (Please keep in mind that I'm not a US resident and i don't have access or resources to afford a lawyer there)