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Author Topic: Who is behind mule?  (Read 1394 times)
Acenoid
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« on: March 05, 2010, 16:02 »

Hi!

I wondered, is this new mule version open source, or what license model it is? Will it stay free? I see at the bottom of the page a link to some developer, but still this would interest me Smiley

Have a nice weekend!
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Peter
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« Reply #1 on: March 16, 2010, 19:12 »

You can read some more about it here. The source code is not publicly available yet, but all since the beginning we've planned to make it open source. The game will also continue to be free.
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Govt Mule
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« Reply #2 on: March 18, 2010, 21:25 »

The source code is not publicly available yet, but all since the beginning we've planned to make it open source.

This is great news!  But, what are you waiting for?  As a java developer I'd be very interested in contributing to this project.  


Edit after reading the article Peter linked:

Quote from: arstechnica
As the whole team is a big fan of open-source software, we really decided to make this game run on multiple platforms right away. I personally still remember those early platform wars, and they seem to continue to this very day.

 Huh Huh
This quote confuses me.
You do know what open source means right?  It's got absolutely nothing to do with cross-platform capablilty.
« Last Edit: March 18, 2010, 21:32 by Govt Mule » Logged
data2008
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« Reply #3 on: March 19, 2010, 20:02 »

The quote is misleading indeed.

We love open-source / free software, we used free software to built it (Java), and we built it multi-platform, so the main goal was to make it also run on GNU/Linux.

We have agreed to a contract, so we wouldn't just release the source without some consent.

Not that Java is very cryptic to begin with...
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C64
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« Reply #4 on: May 24, 2010, 20:05 »

If Planet Mule is all in Java, why did you find it more difficult to support Linux?  Just curious...in theory Java should make it fairly ubiquitous.

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Keybounce
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« Reply #5 on: May 31, 2010, 17:25 »

In theory, practice and theory are the same.

Ahh, yes. Java: Where all systems are equal, no program behaves like a native app, but windows systems are more equal than others.

What's the height of the screen? Do you have one menu/title bar, or two? Do you have a screen title/menu bar (a "start" bar on windows, a title bar and possibly a dock on mac, and a window-manager specific answer on X), can it be suppressed (yes to some, no to others)? How many pixels are removed for that? What text size should you use -- one based on 72 dpi, or based on 92 dpi? Can you ask for the DPI of the hardware? Do you adjust the pixel size of your window -- and the size of all the elements -- based on the screen resolution? What's the system standard graphic color model -- 2.4, 2.2, 1.8? How bright/dark should pictures be to both avoid fading and still be visible? What pixel values correspond to clearly separate orange, red, and pink?

That's just the top of my head. The coders for this project probably know a few more devils than that.

<Sigh>. "Oh look -- AWT means everything is native. What do you mean, every system does graphics differently? Ok, we'll replace the entire native windowing system with java specific stuff. Oh, resolution independence? Color model independence? Screen reader support? User's system preferences support? "Physical" limitations of the operating system?

Swing has the look and feel of a second system. See "Mythical man-month" for what that means.
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