Code is certainly copyrightable. That's the basis for licenses like the GPL to work, and why distributing reverse-engineered code of closed-source apps is illegal. What Oracle Vs Google is saying is that APIs are copyrightable, regardless of implementation/code.Jyby wrote:Actually before the Oracle Vs Google court case recently you couldn't copyright code.
Support for Quad and Six core processors & hyperthreading
Re: Support for Quad and Six core processors & hyperthreadin
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Re: Support for Quad and Six core processors & hyperthreadin
Chris is right on this.Chris wrote:Code is certainly copyrightable. That's the basis for licenses like the GPL to work, and why distributing reverse-engineered code of closed-source apps is illegal. What Oracle Vs Google is saying is that APIs are copyrightable, regardless of implementation/code.
Code, at least in Europe, isn't patentable but is certainly copyrightable. However you can patent a process that involves code, a sort of sneaky bastard way of doing it, but the European Court has been clear: No software patents, period. It also says that the API, the way other programs interact with your software/library can't be copyrighted/licensed because that is against interoperability which is the corner-stone of our reverse engineering laws.
You may copy the interface, but you may not copy (without permission) how it works. Oracle vs. Google is purely a US matter.
Re: Support for Quad and Six core processors & hyperthreadin
I'm not sure what you're thinking of, but you can definitely copyright code. In fact, that's a little controversial, because it appears to many to be better suited for patent law, but it's the way it's been since Congress first took it up in the U.S. and presumably for a similarly long time elsewhere.Jyby wrote:Actually before the Oracle Vs Google court case recently you couldn't copyright code.
So if Bethesda released their code its wouldn't be protected by copyright law.
The only thing you can do is patent the process but you can't patent code.
My comments come from the fact that formulas are gameplay elements, which are not protected (I don't remember the fancy legal term for them) rather than being strictly code.
Re: Support for Quad and Six core processors & hyperthreadin
It was called NetImmerse back then, not Gamebryo.Tes96 wrote:a game that can be played exactly like gamebryo engine (minus the bugs)?
Re: Support for Quad and Six core processors & hyperthreadin
Now they call it creation engine at bethesdaSvetomech wrote:It was called NetImmerse back then, not Gamebryo.Tes96 wrote:a game that can be played exactly like gamebryo engine (minus the bugs)?
Re: Support for Quad and Six core processors & hyperthreadin
So really, Creation is basically NetImmerse all jazzed up with bells and whistles?bahamut wrote:Now they call it creation engine at bethesdaSvetomech wrote:It was called NetImmerse back then, not Gamebryo.Tes96 wrote:a game that can be played exactly like gamebryo engine (minus the bugs)?
Re: Support for Quad and Six core processors & hyperthreadin
Bethesda likes to say these are totally new engines, but I like to say it's an evolution, much like birds are an evolution of say, the archaeopteryx. The ancestor was different in many ways, but the same in some others... The beginning might've been very different from the end, and yet over the generations there's no specific point where you could say: "Now it isn't the same animal as its ancestor".
Re: Support for Quad and Six core processors & hyperthreadin
Unless one of us is a Bethesda employee willing to break his or her non-disclosure agreement, it's near useless discussing how much Morrowind-era NetImmerse code is in tact in the current Creation Engine.Tes96 wrote:So really, Creation is basically NetImmerse all jazzed up with bells and whistles?bahamut wrote:Now they call it creation engine at bethesdaSvetomech wrote:It was called NetImmerse back then, not Gamebryo.Tes96 wrote:a game that can be played exactly like gamebryo engine (minus the bugs)?
The current engine surely evolved iteratively over the span of 10-15 years starting with some version of NetImmerse. Some parts would have been extended, rewritten, redesigned, and rewritten again until the whole package is very different than how it started out. Maybe they upgraded to the newest version of NetImmerse/Gamebryo between games and ported their custom modules, etc. Who is to say?
Re: Support for Quad and Six core processors & hyperthreadin
Yea, just like this, Gamebryo(or some parts of it)+Middleware+Inhouse Hacks and stuffWeirdSexy wrote: The current engine surely evolved iteratively over the span of 10-15 years starting with some version of NetImmerse. Some parts would have been extended, rewritten, redesigned, and rewritten again until the whole package is very different than how it started out. Maybe they upgraded to the newest version of NetImmerse/Gamebryo between games and ported their custom modules, etc. Who is to say?
But im just certain that calling this a completely new engine was just another PR stunt
http://peter.corrosivetruths.org/2011/1 ... -gamebryo/
Re: Support for Quad and Six core processors & hyperthreadin
I think the biggest leap was from Netimmerse to Gamebryo. Daggerfall to Morrowind was by far the largest leap as far as technology and graphics and AI and lore. Thus, one of the reasons why I still hold Morrowind the crown jewel of the TES series.