[0]: https://alicevision.org/#meshroom [1]: https://armory3d.org/engine/
>So this is how a lot of our assets ended up being primarily designed in real life as painted paper-cutout models. The models are then photographed, taken apart and scanned. Some paint samples are also created specifically to become tileable.
https://studio.blender.org/blog/devlog-papercraft-woods/#mak...
https://studio.blender.org/search/?type=post&project_title=D...
It's nice that the free game engine options are so much richer now than they were in 2008; if memory serves they had trouble implementing Go Frankie fully in the blender game engine, so they made one version in BGE and another in Crystal Space.
Now you can just use Godot.
Note this was the old Blender before the UI rework and the game engine used here was removed from Blender. I believe the game engine stuff they have now is completely different code.
Still like the old Blender UI, in some ways it felt less bloated and easier to use than the newer "friendlier" UI, but I am happy to hear they moved on to focus on Godot support instead of maintaining their own game engine.
Pros: charming character and environment design, beautiful modelling, animation and sound. A good demo of what Blender and a talented team can make. It's worth downloading to experience.
Cons: on macOS I saw slow startup (it beachballs for seconds before showing the opening screen), which seems to be a consistent thing for Godot macOS exports. Also choppy performance (stuttering movement in heavy forest scenes, dropped frames). At present it serves as a good promo for Blender but less so for 3D in Godot.
This is usually related to code signing and notarization
xcrun stapler validate /path/to/DogWalk.app
…shows:
DogWalk.app does not have a ticket stapled to it
(But spctl --assess --type exec --verbose /path/to/DogWalk.app shows it's notarized as expected.)
Perhaps the beachball is Gatekeeper reaching out to Apple's servers to verify notarization? It seems a little faster on subsequent launches but still beachballs for ~2 seconds.
I subscribe to the blog and have learned a lot from the Blender Studio team to see their process:
https://studio.blender.org/projects/dogwalk/production-logs/
It's very capable and easier to use for beginners than Godot.
https://studio.blender.org/projects/dogwalk/gallery/?asset=8...
> The license of our sources is a bit muddled. We'll try to clear that up asap. The full production repository is CC-BY since it mostly includes the original art assets. The source code of the game is GPLv3 since since [sic] that makes more sense for the code base of the project.
They just aren't distributing the source for free, it seems, but you are free to redistribute it however you'd like.
Personally, if I was one of the people that bought the source code, I would just upload it on GitHub since you have the right to do so.
This changes, of course, if they are using any third-party GPLv3'ed code - because then they become a redistributor of that code in which case clause 6(d) applies and they must redistribute that code free of charge.
I still don't agree that this is in the spirit of the GPLv3. In my view, the binaries at least are under a proprietary license.
Hopefully, someone will do this. It makes me wonder why they bother to charge for the download when this is an option. I guess they think they can distribute it in a more 'friendly' and 'official' manner than a GitHub link, and that some people will pay a premium for that.
Yes, that was my point. I will know the license when I see it in the distributed code :)
https://www.gnu.org/licenses/gpl-faq.html
> If I distribute GPLed software for a fee, am I required to also make it available to the public without a charge?
> No. However, if someone pays your fee and gets a copy, the GPL gives them the freedom to release it to the public, with or without a fee. For example, someone could pay your fee, and then put her copy on a web site for the general public.
Of course, if they are the sole copyright holder, they can dual-license things under a GPL and proprietary license (which is effectively what they are doing here -- the DogWalk binaries available from the linked page are not GPLv3 binaries because they are not following the GPLv3 requirements). But this situation is absolutely not permitted under the GPLv3. Otherwise a company could fork a GPL'd project and just avoid releasing GPL'd source code by charging $1B for the source code.
[1]: https://studio.blender.org/projects/dogwalk/gallery/?asset=8...
That thing, which they call Dogwalk, and are distributing for free, is clearly not open source.
The other thing, which they probably also call dogwalk, and they'll give you if you pay them presumably is open source (or maybe the more accurate term is "free software" since the source isn't publicly available - i.e. open), but that doesn't make the download on the page linked by HN open source.
So… like the GPL?
https://gamefromscratch.com/unity-finally-start-developing-g...