/r/opensourcegames
Links to projects that do not provide access to game source (and ideally asset source as well) will be removed.
This subreddit is all about open source gaming!
Please keep submissions in English
Submissions should be open source game related. This means it should be content that is under an open source license. Free closed sourced games don't count.
Be nice and respectful to other users, if you are providing criticism please make it constructive. Remember we're all part of a nice community.
/r/opensourcegames
I have published four free, no ads, open source games that can be played offline . https://play.google.com/store/apps/dev?id=4684038700724915494 .
They are suitable for all age groups and can be used as a tool for relaxation and mental exercise. Thank you
Our dev Xavi92 recorded a short video where he shows us some of the new features he has been working during these months.
Now it is possible to generate new AI competitors automatically by choosing a car and a type of robot.
Also, we can use the download manager to get tracks, cars or drivers. It's getting closer and closer for all of us to enjoy them, stay tuned!
https://www.youtube.com/watch?v=8mEYYYaV7lo
#OpenSource #SpeedDreams #SimRacing #Development
Does Anyone have the code to green Leon games's chatfish
Hello all,
I'm making a fully open source game engine entirely in C. The engine is quite far off from being functional, but I do have a few parts mostly finished. It uses the Vulkan and (eventually) DirectX APIs for rendering and is under the terms of the zlib license.
I'm making this post to gather feedback on the design and implementation. Sadly, I do not have any images or videos of it working as I'm still getting the rendering API up to par. Any comments or questions are welcome.
Greetings to all!
We believe it would be good to inform the users of this community about the status of the development of our Open Source Racing Simulator.
Since a few months ago we are in the process of performing several tasks related to our version control system. It is our intention to stop using Subversion (svn) to start using Git. We believe it is a better and more modern system for the development of our project, and we think it can help to attract more developers than using Subversion.
This change also involves a repository change. While Sourceforge (current) has support for git, we think we would be better off elsewhere, and for that the people behind a-lec.org have offered to host us with an instance of forgejo, as well as space for our website, our masterserver and possible things that may come later. You can find more info in this post of our website.
But to be able to do this it is necessary to make important changes in the structure of the project, and for this the code is being revised to facilitate the separation of the game base from the assets (tracks, cars, robots…). In addition, an audit of these assets is being carried out, which is taking quite some time. As for the development itself:
For all this work, all possible help would be greatly appreciated, so, as always, we are open to receive both new developers and occasional contributions.
As an example of this we leave you with a video in which we performed a USR robot race in the aforementioned Ardennen-Spa, where you can also see the first implementation of the particles. We hope you like it:
https://www.youtube.com/watch?v=WTUwx3zsgO0
Cheers!
Might be also called playubx
or just ubx
Org link: https://github.com/ubexs
Uses Ogre3d (previously used by Roblox before making their own graphics engine), Bullet Physics, OpenAL and FMOD Studio LLP
Last updated 20/05/'20
Organization: https://github.com/openblox
Legacy repo: https://github.com/JohnMH/OpenBlox-Legacy
Links:
Homepage (archive):
IA: https://web.archive.org/web/20190118040619/https://openblox.org/
ArchiveIs: https://archive.is/BdTCY
Lua API docs source code (from mirror link): https://github.com/openblox/api-documentation
Forum posts:
https://devforum.roblox.com/t/openblox-an-open-source-re-implementation-of-robloxs-api/11566
https://devforum.roblox.com/t/openblox-reboot/19115
TuxFamily project page: https://projects.tuxfamily.org/?do=group;name=openblox
OpenSSF Best Practices page: https://www.bestpractices.dev/en/projects/80#changecontrol
i just want a copy of the game nothing else
i have been searching for quite a while i cant seem to find anything so i was wondering if anyone got anything
Latest version of Stunt Rally (3D racing game with stunts and Sci-Fi elements)
has new Vegetation, new Collection game mode, fixed multiplayer on Windows, etc.
Website, Downloads, lots of Screenshots. full Changelog.
Our MasterServer is active again! After a few months of non-operation, it is up and running again. Now It has a personal area and more improvements. What are you waiting for to record your best laps? Also our new website is now more complete and faster thanks to GRAV. (Thanks once again SonLink his invaluable work!)
We continue to do important work on the code structure so that our next step will finally be the migration from svn (on sourceforge) to git (on a-lec.org). We hope that this will be an incentive for some developers to finally become interested in our project and to improve our beloved Speed Dreams as it deserves.
We hope also to have news about this as soon as possible and will keep you informed.
Bit of a long post sorry, but i'd really appreciate input from y'all.
So, I'm a recent Computer Science Grad. I am not going to be doing game development as main job anytime soon, but I do think that sometime in the future (maybe several years down the line), I'd be interested in writing and selling indie games on the side, and who knows maybe I could make a career of it. I've already written several small projects but have kept them private. But, hey, if you have a game you wrote and it's popular on Steam, sure as hell can't hurt the job interview right? I mean Stardew Valley got its start as a resume booster lol. If I did this, it would likely be smaller games or something that like me and a few other programmer buddies I know could produce. I personally have experience with Godot and Ue5 code (I much prefer godot though).
So, I came here to sorta brainstorm a bit. See, here's the problem I am trying to solve:
Basically, I'm a big supporter of the FOSS movement (i.e. Free Open Source Software). To me, software, once written, should be free to distribute because there's not an actual cost associated with distribution, that's one of the main advantages. Licensing bs, IP, all that stuff i really hate.
So, if I were to do this, I'd like to make it open source and free to copy. But, if I do that, it's kinda hard to get paid for my work.
So, I've gotten more interested in alternative strategies for funding a game and how programmers, artists, and musicians can get paid for their work, without all the bs licensing, and since the goal is to make it free to copy you don't need to include things like DRM and the like. You could straight up upload to pirate bay cause it's free on steam anyways. I don't want to paywall the code once that code has been written.
So, instead, I figured that the best strategy would be to turn directly to the user base, for funding.
My thinking is that I could release a small "base game". That base game would be released entirely for free, and so if it's crap players don't lose anything other than time. But if it's good, then I figure players would probably want more content.
And if that's the case, my thinking is that I could then offer customization services for the game, and charge for the labor associated with that customization + replenishing the savings i lived off of during development of base game. So think of like official dev supported mods, or customized modding tools.
Another approach would be crowdfunding DLC. So, like, say I had a game that was story-driven. The story ends in the base game, but I could include extra options/paths for it to go on in the DLC, or entirely new plot lines or the like. The DLC itself would be crowdfunded, and once a certain threshold has been reached it will then be produced and distributed for free. This, of course, could introduce potential free rider issues into the funding process, so I felt a good strategy to counter that is to bundle in exclusive benefits to those who crowd-funded. So like, I could offer the crowd-funders the ability to vote on key features or mechanics, as well as plot lines.
Now, the downside of this is that, the more funders there are, the less influential any one vote is and so the less valuable a contribution is. But I figured to deal with that you could lower the threshold for contribution and have like a tiered system, so you contribute like $10 you get 5 votes, $50 you get 100 votes, etc. Ideally the more contributors, the lower the actual per contributor cost, meaning that the vote's power may be diluted but it's also cheaper.
In addition, I also felt that if I released a base game that was attractive to people, I could also work on "commission" for interested players. So like, if you like my work, you may turn to me and say "hey i had this idea for a game that I've wanted to play forever but never had the chance, can you make it" and I could charge for services there.
The basic idea I am trying to get at is that, all the games and all the content would be released entirely for free. What would be charged for would be the actual labor associated with producing SPECIFIC content and ADDITIONAL material for the game. So like, if you want a custom weapon, or if you want a specific feature implemented. And since I would be the one who wrote the game, and if you like the game, I would assume that you'd trust that I could pull it off well since I have demonstrated I have the skills to do so well. Plus, especially early on, I'll basically be the only guy who really understands the code well, and so those who want customization early on basically have to go through me, which allows me to charge more than I would be able to later.
So at no point would I be artificially paywalling things or putting in microtransactions or whatever, the idea would be to effectively monetize the relationship between the players and developers, and that could only work if that relationship is good. I mean I could even imagine a patronage system like patreon for specific developer teams, and patrons would get exclusive access to like Q&As, votes on what project to take on next, etc.
But I do have concerns, namely I worry about the decline of voting power as more users sign onto crowd-funding campaigns means that you'll have reduced voting power and this could potentially lead to under-provision of funds for the game.
So I thought I'd actually ask the people in the development world about this. Am I delusional? Is FOSS even possible in the game world anymore?
Overall, what do you think? Would this be a kind of studio or developer relationship that you'd be interested in?
I'd ask the actual users themselves too but not sure where to post that.
Anyways, I'd really appreciate thoughts. This isn't something i'd do anytime soon, but it is something I'm thinking about and so I wanted to get a clearer picture by actually talking with devs and the like before committing to anything.
Are there any open source MMOs with a decent playerbase and pvp? Thanks.
Hello, r/opensourcegames,
I wanted to shill a project I have been working on for nearly 8 years now (though it's existed for longer), Nazi Zombies: Portable. It's a multi-platform Call of Duty Zombies reimplementation built inside of the Quake 1 foundation, with a lot of under the hood enhancements.
This project has existed for quite a while and I'm sure some are aware of it when it was in a less than stellar state. I am working on shifting its demographic towards the greater OSS community as a means of breathing new life into the project, so I hope it catches your interest enough for you to poke at.
The goal is scalability, targeting low resource hardware while also being in feature parity with the early World at War/Black Ops era of Zombies. Because of the Quake backbone making custom content is also very simple. We license our code under GPL and assets as CC-BY-SA4.
Here's the full supported platform list:
Check out gameplay of the switch version here, though keep in mind I recorded this video a year ago now so new builds are going to look just a bit different.
https://docs.nzp.gay for more info about the game and links to the GitHub repositories.
Thanks for your time!
i was wondering how come warzone 2100 is on linux repo's? wasnt it originally not open source and then the source code was released years later?
As per the title, can i use raylib with HIP?
As an example thing about creating 1000 cubes but in doing so passing the "command" to create the cubes to HIP so that the GPU does the heavy lifting and not the CPU and i can parallelize a lot more work.
Does anyone know if there are any open source horror games? Or upcoming games even if they arent out.
https://github.com/ValksGodotTools/Template
Several UI scenes have been setup for you. These include the main menu, options and credits. A simple scene has been created for each of the three genres "3D FPS", "2D Platformer" and "2D Top Down" with 3D FPS being the most feature packed thus far. My current plan is expand further on the 3D FPS scene as I'm making a FPS game right now.
The options scene has many different features including options for display, language, audio and fully handling keybindings with multiple inputs.
There are several useful extension methods. For example ".PrintFull()", you could do "GD.Print(player.PrintFull())" and it would display all the properties of player *without* crashing the editor! Saves a lot of time when debugging.
Creating debug commands for the in-game console is easy. Head over to res://Scripts/UI/ConsoleCommands.cs for examples.
There is a WIP mod loader scene which tries to simplify the process of loading in user created mods. There are limitations to the mods, for example, two mods cannot have the same assets in the same res:// path. I still have yet to find a way around this. That or modders will be forced to keep their assets isolated from other mods and use unique script namespaces so other scripts do not conflict with other mods.
Localization has been setup for all UI elements. Currently English, French and Japanese have been done.
A feature called services has been added. This will help avoid plaguing your code with the static keyword everywhere.
Upon starting the game you will be presented with two questions. What is the name of your game? What is the genre for your game?
Lets say you choose "kitten blaster 3" as the name, this will be auto formatted to "KittenBlaster3". All namespaces will be renamed to this and the csproj, sln and project.godot files will be updated with this.
Lets say you select "3D FPS" as the genre. All 2D assets will be deleted and the 3D assets will be moved to more appropriate locations. Finally the 3D FPS main scene will be set as the new startup scene.
You will have to exit and re-open the game. There are instructions in the readme which explain the entire process.
We have another onFOSS coming up with loads of open source games to play.
This time we'll have AssaultCube, Yorg, Warzone 2100, Lix, and SuperTuxKart.
There will also be a tournament with FTEQW running LIbreQuake. This time featuring a double prize with €25 from Elioun and zł100 from Szkodnix.
Finally, there will be a community-chosen game.
See https://onfoss.org/news/2024/07/04/Next-event-July-27th.html for more info. That site also has the communication channels we use.