While this was a huge benefit for mankind, game developers still suffer today from design choices and mindset induced by the fact such code base was meant to die.
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As an active member of this project I proposed the following topic:īuilding a community as a service: how to stop suffering from “this code is meant to be forked”.Įarlier id Tech engines were well known to have seen their source code opened when they were replaced and thus unprofitable. Watch the video on Youtube (with English and French subtitles) or on Debian Peertube(you can also download it) :įrom November 19th to 22nd, 2020, Debian organized an online “MiniDebConf” with video game as main theme, and nattie invited the Unvanquished project to submit a talk. This talk features personal opinions and makes use of colorful (if not doom-esque) metaphors. However, beyond focusing on what is very good, it seems interesting to also study what is less good, because it is often less success than failure that makes it possible to learn and surpass oneself. Thus, nothing should be taken away from the gratitude for the various actors who have made this possible. id Software’s legacy has deeply changed the landscape, code liberation has fueled both academia and a lively passion in many people, and our Unvanquished game itself would simply not exist without this legacy. Disclaimer: This conference topic chooses to study the legacy of id Software’s liberated code from a perspective that has been neglected by studies: what can be improved.