[vworld-tech] Graphics engine question

Brian Popp bpopp at midsouth.rr.com
Wed Jan 21 13:25:58 PST 2004

Well, this is going to sound like back-pedaling, but I can admit when
I'm wrong. When I purchased the source a little over a year ago, I felt
the license was too restricting because it required you to market and
publish your game on the garagegames website and prohibited it from
being distributed via any other means other than a free demo (without an
expensive commercial license). They apparently changed the license late
in 2002 (conflicting remnants of this still remain in the current EULA)
and made it much less restricting. The press release describing the
change is here:


Now it appears that you can do whatever you want with your game as long
as you or your publisher never makes more than $500,000 in revenue. Once
that happens a $10k commercial license is required. This is much more
reasonable (in my opinion) and makes Torque a much more viable option
for indie developers. I apologize if I confused anyone. 

bpopp - bpopp.net

On Tue, 2004-01-20 at 19:10, Ben Garney wrote:
> Can you give examples of the restrictive parts of the license?
> Brian Popp wrote:
> >I've never used Nebula, but I completely agree regarding Torque. I've
> >researched a lot of different engines looking for ideas and Torque is
> >some of the best code I've found on many different levels (organization,
> >OO design, commenting, etc.). The $100 for the source is probably the
> >best money I've spent since I started working on my game. 
> >
> >My only problem with it is the license. It's very restricting. Don't
> >even consider it if you want/have children because I think there's a
> >clause in the EULA somewhere which gives GarageGames power of attorney
> >over your first born. :)

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