It's fast, it gives you six degrees of freedom (6DOF) and it's open source too! Fly Dangerous just had it's second big upgrade since entering Early Access. Eventually, this could be quite something, although it's already pretty impressive. Created originally as a "love letter to the Elite Dangerous racing community".
With this update the developer mentioned they've added in an "enormous amount of new content, bugfixes, quality-of-life updates, new maps, music and game modes and a whole suite of integrations". Just some of what's been added into the game includes a fully rebuilt biome terrain world graph with new biomes, 18 new time trial sprint maps, 5 new time trial circuit maps, 3 new puzzle maps, a new ship collision system, support for OpenTrack head tracking, support for TrackIR head tracking, new camera options, support for ultra-wide displays and lots more.
Direct Link
Available free from itch.io and Steam. The source code is up on GitHub under the GPL license.
You might want to change the head-line as "Free and Open Source" usually refers to FOSS, and this isn't FOSS at all. Even the assets are under a restrictive NC license.
Last edited by Julius on 8 March 2023 at 9:54 pm UTC
Quoting: Julius"Open-Source"... to a very limited extent since it uses the Unity3D engine.I disagree. Code under a FOSS license is still FOSS. This also applies to the assets, we say happily things like OpenMW and OpenRA are FOSS but they also need proprietary assets. One part not being FOSS doesn’t mean the part that is FOSS suddenly isn’t.
You might want to change the head-line as "Free and Open Source" usually refers to FOSS, and this isn't FOSS at all. Even the assets are under a restrictive NC license.
Last edited by Liam Dawe on 8 March 2023 at 10:07 pm UTC
Quoting: Liam DaweQuoting: Julius"Open-Source"... to a very limited extent since it uses the Unity3D engine.I disagree. Code under a FOSS license is still FOSS. This also applies to the assets, we say happily things like OpenMW and OpenRA are FOSS but they also need proprietary assets. One part not being FOSS doesn’t mean the part that is FOSS suddenly isn’t.
You might want to change the head-line as "Free and Open Source" usually refers to FOSS, and this isn't FOSS at all. Even the assets are under a restrictive NC license.
You can argue about the assets, but the code is to 90% non-FOSS as it uses the Unity3D engine. There is no way this code can be used without it, so the game really does not qualify as FOSS.
Last edited by Julius on 8 March 2023 at 10:16 pm UTC
Quoting: JuliusQuoting: Liam DaweQuoting: Julius"Open-Source"... to a very limited extent since it uses the Unity3D engine.I disagree. Code under a FOSS license is still FOSS. This also applies to the assets, we say happily things like OpenMW and OpenRA are FOSS but they also need proprietary assets. One part not being FOSS doesn’t mean the part that is FOSS suddenly isn’t.
You might want to change the head-line as "Free and Open Source" usually refers to FOSS, and this isn't FOSS at all. Even the assets are under a restrictive NC license.
You can argue about the assets, but the code is to 90% non-FOSS as it uses the Unity3D engine. There is no way this code can be used without it, so the game really does not qualify as FOSS.
Discussion about pedantic naming conventions are always the best! While you have a point, I think it's fair to say this is an open source project (I agree it shouldn't be classified as FOSS due to just being the source that builds on top of Unity), and since it's available for free, the "free and open source" blurb in the title is fine, since it is both.
The engine used allows for open source projects and I believe there is a free version too.
So while Unity may not be open source, this project is.
From an OSS viewpoint, I'm more interested in what Godot is doing. But that is because I'm enthusiastic about OSS. And that is a very different topic altogether.
Take KDE plasma for instance. The KDE team built it on top of Telerik's Qt. That one is open source as long as your application is free of charge. When you want to go commercial then you have to pay for a license. Not exactly OSS but it works for the KDE team.
Quoting: tfkTake KDE plasma for instance. The KDE team built it on top of Telerik's Qt. That one is open source as long as your application is free of charge. When you want to go commercial then you have to pay for a license. Not exactly OSS but it works for the KDE team.
This is outdated by around two decades. What rock have you been living under? qt is fully FOSS. It just *also* has a commercial edition.
And sure some Unity projects might be able to recycle this script code, but that doesn't make the game itself open-source. The engine is by far the largest part of the game and it is not even shared-source like the Unreal engine.
About whether the game is FOSS - I'd also draw the line on the code vs art assets.
To give an example - if the engine is FOSS, you can in theory take the engine and build it for some new architecture, reuse game assets and run it there (like ScummVM does).
If it's Unity - you can't do it unless you have access to actual code.
But it's still good that the game code here besides Unity is open.
Last edited by Shmerl on 10 March 2023 at 2:59 am UTC
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