And why not, i see no technical reason thats stopping people from creating commercial games. The locking restricktion only makes it difficult to develop and sell games for clients but not impossible.Apollux wrote:people, will you ever acept it? Blender is not for commercial game development, at least not now.
First is the issue with locking the files, since blender games aren't pre-compiled it is pretty much unlikely to happen.
Thats quite a leap, going from one free aplication that can create all the content for the game, and on top of that can be used by both artist and programmers. To buying a commercial game engine and having to hire a programmer (or more) to put it al together. This investment might be justified if you are planning to make the next blockbuster game but there are those who would just like to enhance their web pages with realtime 3D content.Second, if you are expecting to actually get money from your game then you should also expect to actually INVEST money on a closed source comercial game engine. Then you will have all the compilation and locking you need.
That might be true for standalone games but not for on-line games that need a web plug-in. Blenders game engine stands up pretty good against Shockwave 3D and the Axel player. None of those are both free and as easy to use as Blender by the way. This whole nonsense of making big investments and using commercial game engines is just going to scare people away from Blender. You can make fun games with Blender for a low budget easily, thats what makes Blender apealing to artist.Third, the speed, capabilities and features of Blender are (sadly) nowhere near of those in most comercial game engines in the market today.
So, please get over it. Either you keep doing free-to-all hobby games, or you get serious and buy a lisence for a real big-boy's toy game engine. If you sill whant to use you alredy done .blends then take a look at Torque Game Engine, they even have a Blender importer.
Again, GET OVER IT