Overgrowth: Open-Source Announcement
blog.wolfire.com
blog.wolfire.com
There are still proprietary technologies today that are decades old that the free and open source community has not recreated simply because for all of the people that work in this space, open source and commercial, there are just not many people at the high end of the scale working on those interesting problems. Those problems are the ones that generally become commercial solutions because no one else is doing it.
After over 14 years of development, I would love to hear what little big problems like this the authors came across.
And the high-end libraries are worth money, so unless there's an altruist contributing the code, it's not going to get open sourced. Things like speedtree, low-latency video play back (within the engine, like bink vidoes), etc, are all commercial solutions to common problems in games development, and none of these would be given away for free if they could charge for it!
The profit motive doesn't really seem like the main reason, since most open source software makes no money. Facebook doesn't get money from open sourcing React for instance, but they do get functional improvements to React that comes from it being open source and having more people help work on it.
This is just false.
The most obvious example of this is live service games - these have been commonplace for over a decade, and have existed for 20 years (WoW in 2004 in my mind is the turning point for that). Slightly less obvious are PC multiplyer games that predate this - as an example Counter Strike was released in 2000 and was "patched" a few times before steam existed.
Even going way back, one shot single player games have been built iteratively since the 90s at least, if not earlier. The idea of a game "engine" is reusing code between games - The LucasFilm games all used similar engines to speed up development from the late 80s. Even today, modern games like Call of Duty have their roots in Quake's game code from the late 90s.
https://gitlab.com/osslugaru/lugaru
https://github.com/AquariaOSE/Aquaria
https://github.com/freegish/freegish
And a blog entry: http://blog.wolfire.com/2010/06/Early-Gish-hacking
Here's a random screenshot i found online: https://nokia-ms.ru/wp-content/uploads/2016/02/51114514.jpg
Actually also reminds me of Gravity Defied, another old good game from back in the day.
But my optimistic hope is that David Rosen walked for someone else to fly. Like Infiniminer -> Minecraft.
Essentially recreate some action movie fight scenes, but with rabbits...
The animation techniques were pretty impressive at the time because Unity / Unreal didn't have anything like it yet.
whoops no that was lugaru