Basically you pay whatever you want, if you want, and have a choice of how much of that goes to the developers and how much goes to an Indie Fund that we use to fund indie projects that use the engine.
We also offer "Insider Memberships" (https://www.cryengine.com/get-cryengine/service-packages) for studios that want some closer support from us, trainings, etc.
Because I really like this pricing model (and your engine) and I hope it will become standard over time ... but at the moment unfortunately it isn't and still too many people and companys won't pay anything if they don't have to. So good luck to you.
When you review the license, it is really not like this. Only games made explicitly for "entertainment purposes" can use the engine -- even "Serious Games", which I guess means games that may straddle any actual utility, are not allowed. Most likely Kerbal Space Program would be considered excessively "scientific" and not allowed to use CryEngine.
There's also a very scary clause that essentially says "if we don't like your game we can classify it as objectionable and withdraw your license".
This is a cool release from an academic standpoint, but should probably not be used by real people for real projects with the license as-is. There are many excellent truly open-source game engine options.
i'm not sure what you mean by "truly open-source"; what "game engine options" are you referring to?
Software distributed under a license approved by the OSI. These licenses, as far as I know, place no limitations on the type of speech that can be produced with licensed software. To use CryEngine, the people who work at CryTek must not find any of your project's content "objectionable".
>what "game engine options" are you referring to?
http://irrlicht.sourceforge.net/
http://www.garagegames.com/products/torque-3d
https://github.com/id-Software
and many others; I'm sure there are big lists floating around. All of the engines listed here can be used even if the authors of the engine disagree with what you want to say, and I believe they've all been used in real, honest-to-goodness commercial games.
Irrlicht and Torque is good options for small indie games (actually there many more great engines for small games), but they still can't be compared with "big" commercial engines.
"use the CryEngine for the development of any Games which are harmful, abusive, racially or ethnically offensive, vulgar, sexually explicit, defamatory, infringing, invasive of personal privacy or publicity rights, or in a reasonable person's view, objectionable;"
Note: I'm just as horrified as you about that clause but it's in every CC license AFAICT
given that politics tends to be much more qualitative than quantitative, it's unclear that any "political disagreement" can be anything other than "subjective".
"CryEngine is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in Far Cry, and continues to be updated to support new consoles and hardware for their games."
which I found on wikipedia after clicking through 3-4 pages. General consensus seems to be that it is pretty awesome though, so keep up the good work.
In other words, fully and officially support blender :)
In other words fixing the art pipeline needs to be an offical, fully supported endeavor. Which is why I asked.
Oh and thanks for all your hard work, I've learned a lot from you guys over the years!
https://github.com/CRYTEK-CRYENGINE/CRYENGINE/blob/release/C...