Winch Gate is now releasing Ryzom under the terms of the Free Software Foundation's GNU Affero General Public License.
All of the Ryzom artistic assets will be licensed under the Creative Commons Attribution-ShareAlike to ensure that they and any derivative art will be available to all free software projects.
The source code released totals over two (2) million lines of source code and over 20,000 high quality textures and thousands of 3D objects.
So this is great news for free projects, especially in terms of art - we all know how scarce free art is on the net.
The code will be good for educational purposes I guess.
It uses it's own proprietary 3D engine, and CEGUI for GUI.
I was forced to develop with that.
I hope this project to be buried forever, and never hear about it anymore.
IMO, they only made a somewhat decent 3dsmax exporter for animations.
I lost too much of my years on this...
What's the issue with it? Bad leadership? Crappy code base?
From just browsing the site, I was actually impressed with how far along they seem to have gotten as an indie MMO.
Me + I don't like many pieces of the design and the code. The lead is ok.
As bad experiences were accumulated (sorry for my english), I suppose I have become quite biased on this topic.
To make it shorter, I 100% hate it, that's all .
They based it on NEL, which is interesting - and which also means that they didn't write everything from scratch. It's based on a MMO framework.
So it isn't their own engine, strictly speaking.
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
jacmoe wrote:They based it on NEL, which is interesting - and which also means that they didn't write everything from scratch. It's based on a MMO framework.
So it isn't their own engine, strictly speaking.
I had the impression it was the other way around: when creating Ryzom some years ago they separated out the engine part into the NeL project.
I was almost hoping the 3d assets were going to be in a custom game format so I could write a batch converter.
Loading 7400 meshes into Max one by one sounds a little more annoying.
No-one to my knowledge is working on the Ogre format explicitly, though there are a couple of references to people converting them to Blender (which can then be exported or used "as is" in GameKit).