Hi Ron,
Exactly. Though, there really is a desire for non-programmers on this 
list to be able to create there own games. The diference between them 
and Che, David, Justin, and I is that we put the time, energy,education 
into learning how to program software. Most of the others on list either 
do not have the time, educational background, or apptitude to do it 
themselves.
For example, recently on the game developers list Cara Quinn and I have 
been showing coding examples of calculating bounded spheres and bounded 
boxes to check for collision detection. While I don't feel the math is 
too hard if you don't have somewhat of a background in jeometry and trig 
you are going to have a rougher time of it than someone who, like me, 
has taken college level math and understands the math principles 
governing the formulas required to do  collision detection correctly.
I'll freely admit here that college level math was no walk in the park 
for me. Yes, I got A's in math, but truth be told I worked darned hard 
to get that grade. The stuff didn't always click upstairs for me right 
away, but once I grasped the concept then I could go to work on the 
problem like a computer. Solving the math wasn't the problem. Grasping 
the concepts was.
Anyway, often times the biggist issue for all new programmers is 
grasping the general concepts. Most people here, I believe, don't want 
to bother dealing with learning something new and slightly complicated. 
They'd rather have some tool they can go click, click, click, wam, bang 
new game is made.  That is fine, but such tools won't come cheaply or 
come with every single feature out of the box.

Ron Schamerhorn wrote:
> Hi all
>
>   I could indeed see putting out a game to test a theory or aspect of 
> gameplay like Phil did, but to license the engine and only produce free 
> games is rediculous!  Right off the top to be in the red $2000 or whatever 
> then considering potentially having to buy sounds and the time/effort would 
> make no sense at all.
>
>
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