Will look forward to this.
To date, aside from a few simple libraries, I've not heard of more than a handful of good experiences with the big Open Source tools. I myself and several other teams I talk to have tried going the Blender route, which was a complete disaster -- almost no artists are trained to use it, and relatively few game-savvy programmers are familiar with its scripting API (even if Python as a language is nice for such things, the complex and partially undocumented nature of the specific API calls sucks).
Lua, Box2D, PhysicsFS, zlib, libpng, SOIL, libvorbis, nullsoft, and other such small libraries all see a lot of use in the industry. Good stuff. A few larger libraries like Ogre3D and Bullet also see some use (occasionally even in AAA titles). A small handful of AAA games/engines even use more exotic large FOSS libraries, including the use of Mono in the Unity3D engine.
The big ticket missing is a complete modern rapid-iteration FOSS game engine. Something akin to Unity3D. Sure, there are FOSS versions of rickety ancient FPS-only engines like ioDoom3, but nothing truly generic and ready for innovation with new gameplay. Nothing on the market right now compares to Unity3D, but FOSS hasn't even created anything comparable to the less flexible proprietary behemoths like Unreal or Source.
More Open tools is great. More information on how to use them is awesome. A complete ready-to-go package is the big thing missing from the FOSS scene, though.
Maybe icculus will hit on some of the tools out there to help build such an engine, and inspire some young hackers to start putting such an engine together.


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