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drewdevault.com

[mirror] blog and personal website of Drew DeVault git clone https://hacktivis.me/git/mirror/drewdevault.com.git
commit: 369bbfc86c88af7e3bf9913f565a73c4cb9e5bed
parent 5d8934530befebc996ce49cc21c0d2a9b3fbe770
Author: Drew DeVault <sir@cmpwn.com>
Date:   Wed, 24 Mar 2021 07:56:15 -0400

Correct classification of Duke Nukem 3D

Thanks Magnus Morton for pointing this out

Diffstat:

Mcontent/blog/Open-sourcing-video-games.md6+++---
1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/content/blog/Open-sourcing-video-games.md b/content/blog/Open-sourcing-video-games.md @@ -41,8 +41,8 @@ With this in mind, how do you go about securing your game's legacy? The bare minimum is to make your game "source available". Be aware that this is not the same thing as making it open source! Some of your famous peers in this -category include Alien 3, Civilization IV and V, Crysis, Deus Ex, Duke Nukem 3D, -Prince of Persia, Unreal Tournament, and VVVVVV. +category include Alien 3, Civilization IV and V, Crysis, Deus Ex, Prince of +Persia, Unreal Tournament, and VVVVVV. This approach makes your source code available to view and perhaps to compile and run, but prohibits derivative works. This is definitely better than leaving @@ -64,7 +64,7 @@ to get the source code working would either need to buy the game from you and extract the assets, or supply their own community-made assets. This is a popular approach among open source games, and gives you most of the benefits and few of the drawbacks. You'll join the ranks of our DOOM and Quake examples, as well as -Amnesia: the Dark Descent, System Shock, and Wolfenstein 3D. +Amnesia: the Dark Descent, System Shock, Duke Nukem 3D, and Wolfenstein 3D. Games like this enjoy a long life as their software is more easily ported to new platforms and shared with other users. DOOM runs on phones, digital cameras,