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Torque 3D MIT FAQ

by Eric Preisz · 09/18/2012 (4:30 pm) · 34 comments








Torque 3D MIT FAQ




static.garagegames.com/static/upload/emp-59817/mars.png

We are working hard on the final steps to deliver Torque 3D through GitHub using the MIT license; but before we are ready to launch, I'd like take a second to answer some of the common questions we've been receiving through our support channels and forums.

Before, I list the questions though, I have a few reminders. Firstly, and most importantly, we are still looking for candidates to be on the committee that will guide T3D development. We think this group should have a diverse set of opinions and experiences in order to best represent the community –the ultimate drivers of the technology. If you are interested, read this blog.

Secondly, please bear with us as we update our site. You may notice a few bumps or performance issues as we transfer our site to upgraded hosting in order to accommodate our new expected traffic.

Thanks for you time. The next update will be the release blog.



Q: When are you releasing the MIT version of T3D.?
A: Soon. Very soon. We are doing some final touches such as upgrading our site to handle the expected increase in traffic.



Q: Can I give the engine & tools I received with a prior commercial license purchase to a friend as open source?
A: No, only the MIT released code can be shared without a commercial license. We’ve updated our headers and copyright for the MIT release to ensure that it is free and clear. Without that notice, you need a license.



Q: Can I release my in progress game using the new MIT license?
A: Yes, but you must merge your existing code with the new MIT licensed code from our GitHub repo before doing so. The MIT and 1.2 commercial version are nearly identical so it shouldn’t be very difficult.



Q: Am I still required to include a T3D splash screen?
A: If you have merged your code with the MIT code, or started with only the MIT code, no you do not have to include the T3D splash screen. Though it would be appreciated if you chose to include the logo somewhere.



Q: Am I required to release my game/add-on/product as open source now?
A: No. MIT is a highly permissive license and allows the right to close the source for your product. This is one of the reasons we chose MIT over a GPL version. We believe MIT is much better for games.



Q: Do I have to contribute my engine changes back to the trunk?
A: You aren't required to contribute your changes back to the trunk if you don't want to. If you have something that you think would be useful to others it's highly encouraged to share.



Q: Are other engines from GarageGames available under MIT?
A: Currently only T3D will be available under MIT.



Q: Are Add-Ons in the store open sourced too?
A: No. Products sold in our store are not released under the MIT license unless otherwise noted.



Q: I bought T3D on or after Sept 1st. Can I get a refund now that it will be free?
A: Contact support@garagegames.com to request a refund.



Q: Why are you still selling T3D in your store if it's going to be free now?
A: We still selling T3D in the store for teams that can't wait for the MIT release, or may not want to merge their code with MIT code for their current project, and need more licenses right away. Your ability to buy licenses on-line will go away with the release.

About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.

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#21
09/20/2012 (8:34 am)
The fears and misunderstandings around the licensing, actually denotes how poorly professionalized is the community at this point.

No professional developer (games or otherwise) should have any doubts about the licensing after reading the first post on this from Eric.

So I think is an easy assumption, that all this confusion comes from people that its either hobbist, amateur, newbie, etc.

What in the end, speaks about the migration of developers towards greener pastures. I really hope this new opening can change things around here.
#22
09/20/2012 (9:07 am)
Don't think of it as putting your code into T3D, think of it as adding T3D code to your code. ;)
#23
09/20/2012 (4:46 pm)
@Novack,
You have a very valid point here. If you are going to be a game developer (even if not a programmer) it is very important to understand licensing for: code, artwork, libraries, etc.

@Philip,
That is how most people view Python integration. You don't extend apps, you extend Python with the app. Very rarely do you actually embed Python. That is exactly what I did with T3D is added it to Python.
#24
09/21/2012 (8:22 am)
Maybe I missed the details -- but what is the plan for all the previous art content bundled with the releases?

If its being refactored and re-released in small packages ... that sounds like a great move, especially if it becomes more plug n play.

Would be nice if we could convert our previous engine licenses into a license to use the associated art content ... or even just receive discount on the packs as the models are refactored and re-released.

just an idea :) either way, I can imagine 50k new customers eating up all the content rather quickly and to see a mad rush of newbie questions.
#25
09/21/2012 (9:12 am)
As licensees to the engine, you have complete control of all of the art you licensed previously. You can use it in your projects as long as you like.

In the case of the Chinatown art (which these packs make use of), your art team will have to do some heavy lifting on the original assets. The level was initially modeled as a single, large, monolithic piece so the sofas, buildings, sidewalks, etc are all part of the same pieces. There were some individual models, but for the most part, it was all part of a larger model.

Our team separated and reworked them to be individual models. For the buildings, they made them into single building units rather than connected models. That way they could be used in city blocks instead of as Chinatown puzzle pieces that would only fit that environment.
#26
09/21/2012 (9:55 am)
DMB@ That makes a lot of sense. So basically, its still a good deal considering the time & effort it would have taken to pull the models out by hand.
#27
09/21/2012 (10:04 am)
I think it is if you need those models. We also tried to keep the pricepoint low on all the models.
#28
09/23/2012 (2:02 am)
Hello, David.
How do I add new seats? Since T3D is now under MIT, it should be also free to get more seats or is this limited?

Greetings,
Cajetan.
#29
09/23/2012 (4:03 am)
The previously closed version came with various assets not in the MIT release, and they've reworked at least some of them and put up for sale. Seats make no sense when the product is free, so just point them to the GitHub site to get the engine :)
#30
12/02/2012 (4:09 pm)
Sorry but I am still confused somewhat...
So T3D is now FREE and open source to everyone?
The MIT version is just like the PAID version I have but with some things removed from it?

So what do I do with my Paid Version? Do I still use it or do I just go with the new MIT version? And what about upgrades and new releases?

#31
12/02/2012 (4:31 pm)
@Michael - We took the commercial version of 1.2, modded it slightly to make it more fit for open source, and released it under the MIT license. All future updates will be done in the open source version and we are currently QAing the first version release since the September MIT launch. This isn't a bait and switch thing where the MIT version is some trick to get you to buy a new version at a later date (at least, we aren't planning to sell any derivative version...can't speak for others outside of GarageGames).

Porting from commercial 1.2 to MIT 1.2 should be very simple.
#32
03/06/2013 (3:43 pm)
Ok like Michael I am slightly confused, So should we not use The T3D version 1.2 commercial license anymore. I haven't looked at the MIT version yet.

So If we don't want to use the MIT Version right now can we still make use of the commercial version. I don't think I am ready for the MIT version just yet. Just started coming back on the site. Now Torque 2D is MIT too.

But say if I did started playing around with the MIT version what benefits of having the commercial license of T3D do for me.

#33
03/06/2013 (4:50 pm)
@Shakey: MIT is simply the new license model for open-sourced and free Torque. You can still use the 1.2 commercial version. Nothing prevents you from using it, it was simply the last commercially available version as sold by GarageGames. Keep in mind that all current (since it was opensourced) and future updates/fixes/improvements for T3D will be based upon the MIT version available on Github.
#34
03/06/2013 (6:58 pm)
Also keep in mind that the initial release of T3D MIT was based on the 1.2 version. PhysX and FMOD had to be slightly refactored to accommodate the licensing shift but are intact in the MIT version.
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