Re: Hooks

Brandon Van Every <[email protected]> Fri, 11 Jun 2010 00:21:46 -0400
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
On Fri, Jun 11, 2010 at 12:04 AM, Jon Frisby <[email protected]> wrote:
>
> On Jun 10, 2010, at 7:00 PM, Brandon Van Every wrote:
>
>> On Thu, Jun 10, 2010 at 7:40 PM,  <[email protected]> wrote:
>>>
>>> Many successful open source projects are either funded or maintained by software companies or NPO. Oracle/sun => Java, Novell => Mono, the Mozilla Foundation => Firefox, and so on. If you give a look to the emails of the maintainers, you'll see big company names more often than not. Thse companies often dedicate ressources to work full time on these projects. As a consequence, a lot of high profile open source softwares get as much attention as a lot of other software projects. Test coverage in particular is often a field which is addressed very early in the open source development cycle (see the regression tests of gcc, or those for PostgreSQL). When test coverage is not considered as a priority, you can also count on the community to find bugs for you.
>>
>> Yep those are the only projects that tend to approach real world
>> utility, the ones that have a company with money and a business model
>> behind them.  Unfortunately I can't think of any such projects /
>> companies that are directly relevant to game development.
>
> You're getting causation backwards.  Most corporate-backed open source projects started out entirely independent and only got corporate backing AFTER they became commercially "relevant".

Does "corporate" mean "big huge Microsoft sized corporate," like IBM
with Eclipse for instance?  Or does "corporate" mean "company with
full time employees and a business model" ?  That very much changes
the meaning of "most" open source projects.  Also, I think we forget
how much money was available during the dot.com boom.  It's not quite
accurate to say things grew "organically," unless by that you mean
with boatloads of money available.  Most of the web programming
languages are utterly redundant; the reason we have so many is because
there was that much money to be made in web development.


Cheers,
Brandon Van Every
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