![]() In this ever-evolving tech world of today, it is increasingly important to know just what rights do you have and what rights you should or want to promote while using or making software. Software licensing is an issue that unfortunately is widely overlooked by most developers, while it should be taught along with any kind of programming course or class. ALWAYS check your licenses before using someone else's engine or code. Spares you the work of cleaning a lot of outdated code. The previously suggested Irrlicht Engine is a little more permissive, being licensed under zlib license allowing you to use the engine for whatever the purpose you may like, with no share-alike restrictions: If you're looking for a more updated version of the Q1 engine you can also try the Darkplaces Engine. Please refer to the licensing terms of the GNU GPLv1 for more info. Other supported games include Hexen II and Doom3. There's nothing to worry about it, and you're free to create a game based on it and sell it, as long as you release its source under a GPL compatible copyleft license with the same terms as the GPL. The Ultimate Quake Engine (UQE) is a Source port by Jacques Krige for Quake and Quake II. ![]() GoldSource was made prior to the time were the Q1 engine had not been relicensed under GPL (1998) so they had to pay a license for it. Now I'm pretty beginner'ish with this, could you guys tell me, if I was to modify their engine too the way I want it, and then publish and sell my game, will I run into any copyright trouble? The Quake Engine source has been released under the GNU GPL license since 1999, which means you're able to distribute, modify and sell any copy of the engine and anything based on it provided you share the source code of your own modifications under a Free, share-alike Software License. Do you think Valve had to pay anything to the Quake engine owners(ID) after their success? Forgive if being silly, but yeah, I appreciate the answers, and thx in advance! Now I'm pretty beginner'ish with this, could you guys tell me, if I was to modify their engine too the way I want it, and then publish and sell my game, will I run into any copyright trouble? I mean, they released the source code, that's pretty much as if I were to write the code myself, right? I happened to work with Goldsource engine a lot in the past, and it differs only in approximately 50 lines of code as Valve says themselves. On the late 1999 John Carmack released the Quake engine source code, that's when all the modifications started. Many people went on making their own engine by modifying Quake engine, which was pretty much the best at the time. And then I look back at half-life or quake.Yeah, those are the graphics I need and look at the sysreq - 24mb ram minimum, 32mb recommended! Now we know half-life was made in GoldSource engine, which is actually a modified Quake engine. I don't need the fancy graphics or anything, but yet the sysreq is so huge. Lately I've been wanting to create a game, I started off with Java but the system requirements for Java games are enormous in my opinion( and it's also a bit unstable imo).
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