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Orient: A Hero’s Heritage
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[quote][b]Babak Kaveh[/b] wrote: Hi, I am the designer on the "Age of Pehlivans" project, and I wrote the postmortem on Gamedev.net so I think I do owe you guys an explanation. Our game never was a big cooperation. We had a hard time actually securing a cultural/scientific research fund so we can make the game of our dreams. We came together as a team because we wanted to make a game. No one came in for the money, and there was barely enough to support the production in the first place, so you might as well calm down. You are not "giving it to the man" here... You are just bashing a bunch of fellow hobbyists. Secondly, I would really appreciate not being quoted incompletely. There are two things I have said in the game postmortem about Irrlicht and I stand by them: 1. “our programmer was confident of knowing the ins and outs of IrrLicht, which is a very clean and neat little graphics engine by the way.” 2. “IrrLicht is in no way optimized for a huge level, and we had left major optimization for later stages.” In the second case I was really referring to the fact that we had to add support for multiple textures on the terrain, change the way scene management worked, write code for low-delay loading thousands of objects etc. etc. What I was trying to do was comparing Irrlicht to a high-end commercial engine here…and I am sorry if I got misunderstood. Our programmer had to sort out a lot of “sorting” and scene management issues before we could really get any performance out of Irrlicht. Blame it on our incompetence, but we did manage to get it work, and for that we are grateful to all who have worked on the development of Irrlicht. Thirdly, and foremost, the reason why we never publicly announce what engine we were using, also we gave plenty of hints, was that if we indeed, during any stage of the project, had found out that Irrlich can’t provide us with optimal performance, we still had the option to ask for more funding in order to buy a commercial license, whereas publicly talking about the benefits of using Irrlicht and then trying to switch would have caused us a lot of trouble with our funders. So it wasn’t a matter of neglect, or malice. It was just the fact that we wanted to keep our choices open and liked to have the option of asking for more funds if we would have needed a commercial engine bought. I can only re-iterate, that neither me nor anyone else in our group ever planned not to share our code. We aren’t thieves, and we aren’t greedy either. Though I believe that our engine code will probably be of little worth, now that Irrlicht has gone through new iterations, and though there is no way of forcing our programmer to publish all his code (and I know he is very busy at the moment) I wouldn’t mind publishing our changes at all. Currently, me and all of my fellow friends from that project are still working on developing games, though in different parts of the world, and we have all benefited from the attitude of sharing. Who knows, maybe the next guy you will happily copy source from will be us! The world of game development is a small one and many of us will meet…I hope there are no misunderstandings or hard feelings when we do. Take care, B. Kaveh.[/quote]
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