Q3Map2 forking license issue?
Posted: Wed Jul 08, 2015 2:25 am
I'd like to fork (I think that's the right term) q3map2 to my own little section of github (mostly for educational reasons but more on that later)
Before I get too far, I have a few concerns:
1.Under the GNU license, can I fork willy-nilly or do I need permission, if so, may I have permission?
2.One of my long term goals is that I'd like to remove q3map2's dependencies on as many libraries as possible to make it a simple, single, enclosed application. Is that an issue for the current gtkRadiant project?
3.Most importantly, to make it a single stand-alone application, I want to isolate it from Radiant. Can I publish code that shows it in this isolated state?
Why am I doing this?
1.Education and passion
I've been tinkering with q3map2 since about 2004 and I've always wanted to understand it on a more comprehensive nuts & bolts level. I figure if I'm going to dig this far into the code to try and make sense of it, I might as well document the journey (github) so other can learn from my successes and mistakes.
2.I want to cleanly compile q3map2 and only q3map2
I don't want to mess with Radiant....yet, but as it stands, all of the stuff that isn't q3map2 is just extra stuff I have to weed through. It would be more convenient if I could isolate the code and have a much smaller code base to deal with.
3.I want to release different versions of my compiled binaries
Until I get fired for gross negligence, I have access to the latest Intel C/C++ compilers, PGI, and ..for more of a laugh, the offical Cray compilers. I'd like to improve what I can, rebuild with the latest optimizations, vectorize and unroll loops, etc... and build these binaries for other folks to use independently of any particular flavor of Radiant.
4.Quake 3 mapping should never die
With things like Doom's Snapmap coming out and game creation technology improving all the time, I hope there will always be a group of dedicated folks who want to look back and see what mapping was like ...nearly two decades ago. If I'm able to produce a measurably more efficient q3map2, I'm hoping that'll spark at least a little interest in this community. If nothing else, those of us who are still here can enjoy the benefits of compiling with modern cpu extensions.
Before I get too far, I have a few concerns:
1.Under the GNU license, can I fork willy-nilly or do I need permission, if so, may I have permission?
2.One of my long term goals is that I'd like to remove q3map2's dependencies on as many libraries as possible to make it a simple, single, enclosed application. Is that an issue for the current gtkRadiant project?
3.Most importantly, to make it a single stand-alone application, I want to isolate it from Radiant. Can I publish code that shows it in this isolated state?
Why am I doing this?
1.Education and passion
I've been tinkering with q3map2 since about 2004 and I've always wanted to understand it on a more comprehensive nuts & bolts level. I figure if I'm going to dig this far into the code to try and make sense of it, I might as well document the journey (github) so other can learn from my successes and mistakes.
2.I want to cleanly compile q3map2 and only q3map2
I don't want to mess with Radiant....yet, but as it stands, all of the stuff that isn't q3map2 is just extra stuff I have to weed through. It would be more convenient if I could isolate the code and have a much smaller code base to deal with.
3.I want to release different versions of my compiled binaries
Until I get fired for gross negligence, I have access to the latest Intel C/C++ compilers, PGI, and ..for more of a laugh, the offical Cray compilers. I'd like to improve what I can, rebuild with the latest optimizations, vectorize and unroll loops, etc... and build these binaries for other folks to use independently of any particular flavor of Radiant.
4.Quake 3 mapping should never die
With things like Doom's Snapmap coming out and game creation technology improving all the time, I hope there will always be a group of dedicated folks who want to look back and see what mapping was like ...nearly two decades ago. If I'm able to produce a measurably more efficient q3map2, I'm hoping that'll spark at least a little interest in this community. If nothing else, those of us who are still here can enjoy the benefits of compiling with modern cpu extensions.