~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
mkm releases danmakufu as open source
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Helepolis:

--- Quote from: CyberAngel on January 04, 2019, 06:09:57 PM ---Looking at Doom source ports as an example, I'd say you have nothing to fear here. Even possible branching won't be a hinderance to anyone willing enough.

--- End quote ---
I lack the knowledge of the Doom Source ports, so cannot judge or compare.

Generally speaking when things become open source: Ultimately, nobody will be hindered. It all depends on the ultimate motive of the people who want to pick up the source code and continue working on it. It depends on what the goal is and whether the engine should stay universal. Compatibility is important (if that is a goal). Imagine the following:

- Engine A, developed by some community added a new function to the engine. They start basing their scripts with this new function.
- Engine B, developed by some other community doesn't have this new function.

People using Engine B cannot use scripts made in Engine A, as it will conflict because such function does not exist. And this is just one of the examples.

Though then again, we could ask ourselves the important question: Does anybody care? Or should they care? I am just hoping for the sake of all Dnh users, people don't rush things and first start planning / researching. What ever choices are being made.

Edit:
Then again, lately the compiled code and exe is always released along with the scripts so the above example probably becomes less relevant.
james7132:
I've put up a read-only Github repo mirroring the contents of the ZIP file. https://github.com/james7132/Danmakufu-ph3
TresserT:

--- Quote from: Helepolis on January 04, 2019, 06:33:16 PM ---- Engine A, developed by some community added a new function to the engine. They start basing their scripts with this new function.
- Engine B, developed by some other community doesn't have this new function.

--- End quote ---

If Engines A and B are both free and easily accessible I don't really see this as an issue. Worst case scenario, if you want to play a specific script you download the version of the engine that it's built on.

In fact, since like a dozen people use their own engines or GML or luastg instead of dnh, you could say we already have this "problem" and it hasn't seemed to inhibit anything. Universal accessibility doesn't really matter here I think...
Sparen:

--- Quote from: TresserT on January 05, 2019, 02:08:33 AM ---If Engines A and B are both free and easily accessible I don't really see this as an issue. Worst case scenario, if you want to play a specific script you download the version of the engine that it's built on.

In fact, since like a dozen people use their own engines or GML or luastg instead of dnh, you could say we already have this "problem" and it hasn't seemed to inhibit anything. Universal accessibility doesn't really matter here I think...

--- End quote ---

The main thing about this is that those who don't use DNH package their engine with their release. So far with DNH, the overall trend has been to just release the script without the engine because it is assumed that everyone knows what engine to use and how to play the scripts.

As long as everyone using a modified version of Danmakufu includes their executable along with their game, it should be fine, and going forwards it may be necessary to explicitly state what engine to run on.
CyberAngel:
To elaborate on my example, there are several incompatible branches of Doom source ports but that doesn't bother anyone. Mod descriptions always mention which port they're made for. And wikis help a lot with keeping track of ports and where to get them.

But weren't there already problems with DNH that would need something that? Like there was older version and current version, and scripts for older version wouldn't work on newer one unless explicitly ported. Even if everyone started using new one to make stuff there's still need to keep track which scripts need which version, right?
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