TZE - The Zeus Engine - First Release + Precompiled Demo

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osolizig
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TZE - The Zeus Engine - First Release + Precompiled Demo

Post by osolizig » Thu Mar 10, 2005 7:27 pm

We did it. The first TZE release called Poseidon 0.1.0 is done. The engine is built on the Ogre but adds physics, gui, 3D sounds and lots of other cool stuff. It is easy to use and has high-level object binding with some object types created (registered through plugin). The engine is open-source, under GPL licence.

Here is the engine's page: here. The direct download of the engine and demo is here (from sourceforge).

Have fun using demo and the TZE!
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Post by Xinc » Fri Mar 11, 2005 6:42 am

While I personally don't agree with the GPL license, I'm glad to see another framework; which enables potential game developers to "hit the ground running". :) Good show.
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Thanks

Post by osolizig » Fri Mar 11, 2005 7:04 pm

Thanks:). It is nice to hear thing like that :D I just don't know what is wrong with GPL licence? If you don't like it, I can still change it, just tell me what is wrong with it! Are there too many limits?
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Re: Thanks

Post by Goosey » Fri Mar 11, 2005 11:15 pm

osolizig wrote:Thanks:). It is nice to hear thing like that :D I just don't know what is wrong with GPL licence? If you don't like it, I can still change it, just tell me what is wrong with it! Are there too many limits?
In simplicistic IANAL terms: GPL means that any game built with your engine would have to release their full source code. I would recommend using the LGPL (like OGRE), since that means that games built with it don't have to release their code (just code they make that enhances the engine).

GPL is a pretty good way to rule out a commercial entity ever taking any interested in your engine ;)
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GPL

Post by osolizig » Sat Mar 12, 2005 9:28 am

Ok, maybe I will change the licence. I didn't know about all those details. But I have a problem because one of the component is only free for non-commercial use (NovodeX). Should the licence work anyway?
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Re: GPL

Post by RoundSparrow » Sat Mar 12, 2005 6:41 pm

osolizig wrote:Ok, maybe I will change the licence. I didn't know about all those details. But I have a problem because one of the component is only free for non-commercial use (NovodeX). Should the licence work anyway?
I think this is a problem...

It at minimum needs to be clearly spelled out.
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Post by bana » Sun Mar 13, 2005 6:39 am

I think its okay as long as you specifically specify that the LGPL license applies only to your code and that the novodex engine has its own license (perhaps you should make your engine physics independent (easily pluggable with Novodex but not required).
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Licence

Post by osolizig » Sun Mar 13, 2005 9:48 am

So the best thing is to make engine working with ODE too. Then if you want (using defines), you can make the engine do physics with NovodeX. I hope that is OK. And thanks for the help!
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Post by :wumpus: » Sun Mar 13, 2005 12:50 pm

It is never a problem; the license always only applies to your own code. not all other libraries it interfaces with.
It would be stupid if you couldn't LPGL license your program just because DX9 is not LGPL licensed, no name one :)
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Post by bana » Sun Mar 13, 2005 5:43 pm

You might want to check out the work that Monster is currently working on that is: having the ability to plug and play with multiple physics engines with some kind of wrapper (I think he is up to 5 physics engines running in the same program :shock: ).
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Post by osolizig » Sun Mar 13, 2005 6:00 pm

I checked that already. But I think physics engines do not interact with each other :( And why do I need 5, I only need one. Because NovodeX is better (it is more stable and much easier to use, also more features), I will use NovodeX but will also provide ODE for developers that build commercial projects but don't want to pay NovodeX. But ODe comes in future ...
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Post by monster » Tue Mar 15, 2005 1:26 am

I think physics engines do not interact with each other
No, they don't. But that's really not the point. As you say, why would you want 4 (or 5 or 10) different physics engines in the one application? The point is that you can write your application to use the Gangsta Wrapper without caring what physics engine it's actually bound to.

Hence, if they want commercial quality physics and are only producing non-commercial software then your users can use the Novodex plugin for Gangsta. If they want "proper" friction so you can build cars out of spheres and boxes and want to sell the game as shareware then they can use the ODE plugin. If they need very stable stacking behaviour then they can use the Newton plugin. And they can switch between these simply by changing the plugin that Gangsta loads, they don't have to change any of their code.
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Post by Robomaniac » Tue Mar 15, 2005 1:31 am

Gangsta...never thought there would be an ogre plugin called Gangsta
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Post by monster » Tue Mar 15, 2005 1:50 am

Yeah; Gangsta Wrapper. Sorry.
:cry:

And, just to be pedantic, it's not an Ogre plugin (as I've explained elsewhere, you can only create certain pre-defined types of plugins for Ogre) it's just an external library, like OgreOde. The "plugins" are the wrappers on top of the physics libraries (ODE, Novodex, etc) that plug them into Gangsta.

Sorry for the thread-jack osolizig!
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It is ok

Post by osolizig » Tue Mar 15, 2005 3:48 pm

It is ok :D I was interested in that too so no need to worry about it. I send you a mail, monster (on Ogre forum). I know that there is no point in having more than one engine but there is point in being able to use any (desired at build time or runtime)
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