Earlier quoted context omitted.
Thank US 1983 crash for that. Gatekeeping is a way to avoid a minium level of quality, instead of a dumpster copy cat trash that inudates all the stores where there is no control. Want to learn how to do consoles? Get a toy handeld using ESP32 or Arduino.
PC gaming had tons of shovelware since the beginning and even got both good propietary and libre software games with great quality. So did the Game Boy, which the NIntendo seal of quality was almost given for free because lots of games were junk even under the GBC era.
Free Godot engine port for Nintendo Switch
101–110 of 228 posts
Re: Free Godot engine port for Nintendo Switch
#102This is great news! Too bad there's no C# support as of yet. But it's definitely a step in the right direction. Plus, not all projects need the performance boost of C#. Seems like Godot is about to grab a bit more market share from Unity.
Re: Free Godot engine port for Nintendo Switch
#103Earlier quoted context omitted.
It looks like a Switch dev kit is only ~$450 from Googling. I believe dev kits in the past were far much expensive.
This is the insanity I don't understand. Developing for desktop systems is essentially free. Developing for iOS devices is $99 a year (plus store commission) for literally anyone. Developing for consoles? Oh, you have to be a business entity, you have to pass approval process, you have to buy a dev kit, you have to... And then also pay a commission.
The reasons why consoles lock down developer access so hard is because those interfaces are also very useful for piracy. On iOS, because you can get access to developer tools, you can use AltStore to sign arbitrary binaries with your own dev key[0]. Apple may have said "sideloading is a cybercriminal's best friend", but what they meant is "you're all going to steal iOS apps if we let the general public install software without DRM"[1].
The old Microsoft "Darknet" paper[3] built up a sort of theory of piracy, which I still find useful to invoke here. In the paper, they break the piracy ecosystem down into five pieces:
1. Rippers, who pirate new works and make them available
2/5. Seeders, who transmit new works across the network[4]
3. Players that are capable of rendering creative works
4. Indexes that provide information as to where pirated works can be found
To stop piracy, you need to block at least one of these steps. For a variety of reasons, legal action against any of these actors is difficult. Players and indexes are identifiable, meaning we can sue them, but they have legitimate, non-pirate-y uses. Rippers and seeders are hard to conclusively identify, making them impossible to sue. Of course, when people using the power of the state cannot identify criminals, they revert to collective punishment - or in this case, technical restrictions. You can't DRM the seeders or the indexes, but you can encrypt the media, which gives legal leverage over player vendors: either make your player enforce our licensing terms or do not play our media.
But there's still a problem: players can still play unprotected media. Rippers will just strip the DRM and release unprotected data that will play anywhere. This is why the RIAA fought tooth-and-nail to ban DRM-free DAT and MP3 players, and only settled for legal restrictions on DRM removal. Console manufacturers have the advantage that each new console is it's own medium - they can just make players that only play DRM-encumbered work, and then nobody can pirate anything, even if rippers strip the DRM. Hell, even if people jailbreak the players - you control the supply of players, so you can ensure whatever updates you use to 'prevent tampering' are installed before the user even gets to the console. And this is far cheaper than working on new obfuscations that some socially maladjusted loner will break in a few days.
[0] At least, if you trust Riley Testut with your iCloud account password.
[1] In general, people who want to enforce copyright rarely, if ever, come out and say it. The public is generally unsympathetic to copyright owners. It's easier to conflate security of their work from copying with security of your data.
[3] https://www.cs.ucdavis.edu/~rogaway/classes/188/materials/da...
[4] In the original Darknet paper, this was broken down into 'transmission' and 'caching'. This division makes sense for the FTP topsite scene, but not BitTorrent trackers.
Re: Free Godot engine port for Nintendo Switch
#104Earlier quoted context omitted.
In what way? The website says there is C# support. What facet are you describing needs it? Curious, because would also like to use C#, and website says it does, you say it doesn't. I'm wondering what is up.
The linked page says the following: No C# or GDNative/GDExtension: Only GDScript is supported. Native extensions are not supported, but you can try to convert them into internal modules.
""Leverage your C# experience to feel right at home If you're an experienced C# user, Godot offers you first-class support for the .NET platform. Power your game with familiar libraries and give them performance boost, while still benefiting from close engine integration.
Note: .NET support is provided as a dedicated engine executable. C# support is available for desktop and mobile platforms as of Godot 4.2. Web support should be added in the future, but until then, Godot 3 remains a supported option.""
Re: Free Godot engine port for Nintendo Switch
#105Earlier quoted context omitted.
In what way? The website says there is C# support. What facet are you describing needs it? Curious, because would also like to use C#, and website says it does, you say it doesn't. I'm wondering what is up.
The website says this: https://arc.net/l/quote/btugrszz
""Leverage your C# experience to feel right at home If you're an experienced C# user, Godot offers you first-class support for the .NET platform. Power your game with familiar libraries and give them performance boost, while still benefiting from close engine integration.""
Re: Free Godot engine port for Nintendo Switch
#106Re: Free Godot engine port for Nintendo Switch
#107How can they restrict access to authorized developers but also use the MIT license? Can't any authorized developer simply post the code on the internet?
Basically to use code they provide under MIT you also need to couple it with a proprietary SDK from Nintendo. If you post any proprietary bits on internet Nintendo will eat you alive.
Re: Free Godot engine port for Nintendo Switch
#108There are a few companies to choose from here: https://github.com/godotengine/godot-docs/blob/master/tutori...
This line makes me so happy that the Steam Deck is doing well. I hope they can show that by making it easier for developers and open source projects they will get more and better games. I'm sure it isn't a huge difference, but if over time an ecosystem can be built it would be very powerful.
Re: Free Godot engine port for Nintendo Switch
#109My 12 year old and I made a little game in Godot and it turned out pretty playable. I think in her peer group the second most popular device after the iPhone is the Switch. It would be incredibly cool if we could get our game to run there. I already found two GitHub repos with Godot ports, and this RAWRLAB announcement confirms that it will be doable on a technical level. However, I reckon that we do not qualify for…
What do they gain out of this?
With proper security protocols you can sandbox your application well enough that hackers shouldn't be able to get to the OS.
And if they do find an exploit, the vendor can always force an OS upgrade, and prevent downgrades with hardware fuses, with new games requiring the latest OS.
It's not like console vendors aren't doing all this right now.
Re: Free Godot engine port for Nintendo Switch
#110How does that work with the MIT license? I presume they signed a rather restrictive proprieatary license and/or an NDA to get access to nintendos sdks and tool (as is common on other consoles). Then one person breaking the NDA would make the Switch Godotport (and therefore some of Nintendos property (method names /usage )) legally available to anybody else (they didn't sign an NDA after all and it's probably not a co…
MIT allows that. LGPL would in theory but you would need to release the potential changes you did to the game engine. GPL woudn't in any way.
So while they would be in their right to make a proprietary port it seems like they wouldn't be able to legally release it under MIT. (Or at least not the whole thing, as code that touches Nintendo's API would need more restrictions)