Live data from Hacker News

Mono for Unreal Engine

mono-ue.github.io

31–35 of 35 posts

Re: Mono for Unreal Engine

#31
post #28

Earlier quoted context omitted.

When was this project abandoned? There's a mailing list and Miguel de Icaza posted last month. Nothing mentioned about abandoning the project.

Yes, because the download link was broken and no one noticed. ...because no one was using it. ...that is what an abandoned project looks like.

What are you talking about?

Re: Mono for Unreal Engine

#32
post #23

Earlier quoted context omitted.

Devils in the details huh? https://store.xamarin.com/ Doesn't look free to me. (and I'm not being narky. This is the point I'm making; it's only superficially free. Then you have to say, ship a game, and woa~ wait, it has to be GPL now if you bundle the runtime, or you have to pay a licensing fee?)

Open Source does not = Free of Cost. Anyone can use the MIT or GPL and charge for services and it is actually encouraged by RMS.

For the person who down voted and think I am wrong:

http://www.gnu.org/philosophy/selling.en.html

Re: Mono for Unreal Engine

#33
post #21

Earlier quoted context omitted.

READ THE LINK C# for Unreal Engine With Mono for Unreal Engine, you can now use the latest version of C# to write your gameplay code, AI behaviors, UI elements, and more. You have access to the entire range of capabilities of the .NET framework, up to version 4.5. You can even use C# async programming to author your code. Download it and give it a try.

The link is outdated.

Than read the mailing list. It is active.

Re: Mono for Unreal Engine

#34
post #14

Earlier quoted context omitted.

" When do I need to obtain a license from Xamarin to the Mono Runtime? We only require licensing for uses of Mono and Moonlight on embedded systems, or systems where you are unable to fulfill the obligations of the GNU LGPL. For example, if you manufacture a device where the end user is not able to do an upgrade of the Mono virtual machine or the Moonlight runtime from the source code, you will need a commercial lice…

I don't even know what point you're making. 'as long as you adhere to the rules.' Yes, by 'obtain a commercial license from Xamarin', they mean, 'pay a license fee'. Like say, if you ship a mobile game. The only reason Unity gets away with it is because they have a licensing deal that permits them to ship mono. If you want to write a mobile game, you pay for it. That's not freedom.

> I don't even know what point you're making.

Then read again.

The fact is the runtime and libraries are MIT and LGPL. Your statement that your game has to be GPL if you use them is totally wrong. Least of all, because the GPL is neither of those two licenses, but most importantly, those licenses allow you to release a game under a license that's not even MIT or the LGPL, because that's the nature of those two licenses.

Unity is required to pay a custom license because they didn't want to accept the terms that are available to everyone. (I almost wrote "everyone else" there, but that would have been wrong because the terms were available even to Unity.)

Re: Mono for Unreal Engine

#35

Earlier quoted context omitted.

I don't even know what point you're making. 'as long as you adhere to the rules.' Yes, by 'obtain a commercial license from Xamarin', they mean, 'pay a license fee'. Like say, if you ship a mobile game. The only reason Unity gets away with it is because they have a licensing deal that permits them to ship mono. If you want to write a mobile game, you pay for it. That's not freedom.

> I don't even know what point you're making. Then read again. The fact is the runtime and libraries are MIT and LGPL. Your statement that your game has to be GPL if you use them is totally wrong. Least of all, because the GPL is neither of those two licenses, but most importantly, those licenses allow you to release a game under a license that's not even MIT or the LGPL, because that's the nature of those two licens…

You mind explaining that downvote there, buddy?
Post reply on HN