level 7
灵压小于等于零
楼主
-开放Entity和ScriptSystem 连个大类的源码。
Entity System: Access to this code will allow you to implement the core system that handles the logical units in the game world. These get direct access to core modules of the engine such as renderer, physics, sound and script system.
Script System: Hosts the Lua virtual machine featuring a custom made Lua Visual Debugger which can be used from Sandbox or directly in game. The module also hosts many script bind implementations that expose C++ functionality to Lua.
-修正并明确了EULA中的几点。特别是做插件和教学的可以看看了,这两个归入UGC部分对待。。
When we initially launched the CRYENGINE Subscription, some members of our development community had questions that they felt the initial End-User License Agreement (or EULA, for short) did not fully answer. We have gathered some of the most frequently asked questions, and made some changes to the EULA to clarify these points.
One of the most common questions was “What is a Serious Game”? With this in mind, we have added a clearer definition in §1.8:
““Serious Games”, i.e. ‘games’ which are not developed for the sole purpose of entertainment but for purposes of training, simulation, science etc.;”
So, contrary to some community speculation, the game’s budget, age rating or similar factors have no bearing on this limitation- if your project is an entertainment product rather than, for example a training simulation, you are good to go.
Another topic of contention was the inclusion of the assets shipped as part of the CRYENGINE Subscription, and whether users could incorporate them, into their own projects. To which we say: “Yes, you can”. As outlined in the changed §1.4, you are free to use the assets we ship (including the recent free Sample Assets DLC Package) in your own game. Of course, we would still advise you to create your own assets to give your game a unique visual flair.
There was also the question about plug-ins and video tutorials, and whether they would be permitted under the Subscription’s EULA. Here we have added a new section under §1.9, where plug-ins and tutorials are defined as User-Generated Content (“UGC”), which licensees are permitted to create:
““UGC”: (a) code created by License for the development of Games (e.g. plug-ins); and (b) audiovisual content (including tutorials) generated by Licensees using the CryEngine which is not based on CryEngine Assets for the development of Games, to be distributed via the UGC Marketplace”
Finally, there was the question of what would happen if you stopped your subscription for a month; could you still distribute already finished projects, and would have incomplete projects have to be deleted? The short answers are “Yes” and “No”, respectively. As outlined in §9.3, you can continue to distribute any finished projects or User-Generated Content even after you end your subscription.
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继续潜水去了
~
2014年07月02日 16点07分
1
Entity System: Access to this code will allow you to implement the core system that handles the logical units in the game world. These get direct access to core modules of the engine such as renderer, physics, sound and script system.
Script System: Hosts the Lua virtual machine featuring a custom made Lua Visual Debugger which can be used from Sandbox or directly in game. The module also hosts many script bind implementations that expose C++ functionality to Lua.
-修正并明确了EULA中的几点。特别是做插件和教学的可以看看了,这两个归入UGC部分对待。。
When we initially launched the CRYENGINE Subscription, some members of our development community had questions that they felt the initial End-User License Agreement (or EULA, for short) did not fully answer. We have gathered some of the most frequently asked questions, and made some changes to the EULA to clarify these points.
One of the most common questions was “What is a Serious Game”? With this in mind, we have added a clearer definition in §1.8:
““Serious Games”, i.e. ‘games’ which are not developed for the sole purpose of entertainment but for purposes of training, simulation, science etc.;”
So, contrary to some community speculation, the game’s budget, age rating or similar factors have no bearing on this limitation- if your project is an entertainment product rather than, for example a training simulation, you are good to go.
Another topic of contention was the inclusion of the assets shipped as part of the CRYENGINE Subscription, and whether users could incorporate them, into their own projects. To which we say: “Yes, you can”. As outlined in the changed §1.4, you are free to use the assets we ship (including the recent free Sample Assets DLC Package) in your own game. Of course, we would still advise you to create your own assets to give your game a unique visual flair.
There was also the question about plug-ins and video tutorials, and whether they would be permitted under the Subscription’s EULA. Here we have added a new section under §1.9, where plug-ins and tutorials are defined as User-Generated Content (“UGC”), which licensees are permitted to create:
““UGC”: (a) code created by License for the development of Games (e.g. plug-ins); and (b) audiovisual content (including tutorials) generated by Licensees using the CryEngine which is not based on CryEngine Assets for the development of Games, to be distributed via the UGC Marketplace”
Finally, there was the question of what would happen if you stopped your subscription for a month; could you still distribute already finished projects, and would have incomplete projects have to be deleted? The short answers are “Yes” and “No”, respectively. As outlined in §9.3, you can continue to distribute any finished projects or User-Generated Content even after you end your subscription.
======================================================================
继续潜水去了