
I've been involved with an open source FPS project called OpenFrag. It's still a fledgling project, but recently we've undergone a restructuring, and we've got new direction and new spirit, as well as a good codebase with a game that runs. We're currently trying to make a level for our next demo.
I've spoken to the project leader (IFASS) and the programming leader (brainless) and they are both enthusiastic about implementing the FxGen library into their codebase. I was displeased with the reaction from the Sauerbraten forum, but these folks are a smaller, tight-knit community that is forward-looking yet still practical.
I'm not sure how everyone in our project would react to such a decision just yet, so these project leaders will communicate with the rest of the team and we can reach a good opinion as to what we think we should do.
I would like to see if you guys might like to help with this effort, since it is a smaller project than Sauerbraten and due to that, as well as the support these fine individuals would gladly provide, it might be a more productive experience for us.
OpenFrag Update
I've still been in touch with the folks at the OpenFrag project, and they still express genuine interest in FxGen. However, their programmers are focused on other core game details. These can be found here:
* http://wiki.openfrag.org/wiki/OFGame_Roadmap
* http://wiki.openfrag.org/wiki/Anvil_Roadmap
There lies the problem, then; they need some help in implementing procedural textures for the game engine. If anyone is willing to help implement FxGen into a real game engine, please contact me, and check them out here:
http://www.openfrag.org/
In the meantime, I've asked their media designers to consider using FxGen in the future for building their texture library.