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Defold: cross-platform game engine

defold.com

41–50 of 181 posts

Re: Defold: cross-platform game engine

#41
post #9
post #7

Major props to them for not only calling it "source available" (and not trying to misuse "open source" like so many do), but also for highlighting the additions to their Apache-based license: https://defold.com/license/

IANAL but seems like the only addition is preventing you from selling a game engine based on it. So you can sell a game, but not an engine. I wonder where a game with built-in editor ranks. Seems fair, but sadly not OSS. I wonder why they think it's necessary?

There are a lot of reasons to go "source available", such as preventing hyperscalers or enterprises from lifting your product.

Here's some commentary I made in another thread on this post:

https://news.ycombinator.com/item?id=43728095

Re: Defold: cross-platform game engine

#43
post #7

Major props to them for not only calling it "source available" (and not trying to misuse "open source" like so many do), but also for highlighting the additions to their Apache-based license: https://defold.com/license/

> (and not trying to misuse "open source" like so many do)

They only stopped because of the backlash they received when they tried to. Their initial announcement was about "Defold becoming open source".

Re: Defold: cross-platform game engine

#44
post #9
post #7

Major props to them for not only calling it "source available" (and not trying to misuse "open source" like so many do), but also for highlighting the additions to their Apache-based license: https://defold.com/license/

IANAL but seems like the only addition is preventing you from selling a game engine based on it. So you can sell a game, but not an engine. I wonder where a game with built-in editor ranks. Seems fair, but sadly not OSS. I wonder why they think it's necessary?

I remember this was initially developed at king games (candycrush saga authors) before they got acquired. Probably that's the reason for the weird licensing model

Re: Defold: cross-platform game engine

#45
post #21

Earlier quoted context omitted.

Why would anyone buy their game engine when it is available for free? Seems like a solution for a problem that doesn't/won't exist.

If they didn't prevent selling derivative game engines, someone could fork it and add a valuable feature that was only available in the paid fork. This could split the community.

Yeah, just look at how fractured the Godot community is.

(it's not)

Re: Defold: cross-platform game engine

#46
post #21

Earlier quoted context omitted.

Because they don't want somebody else to sell their game engine? It's pretty clear, isn't it?

Why would anyone buy their game engine when it is available for free? Seems like a solution for a problem that doesn't/won't exist.

The modified engine someone else is selling could have a potentially important extra features.

For example a company might try to sell a version of engine which has been ported to a console which original engine doesn't support. Game porting companies are very common and if it's their main business then they will usually have inhouse libraries or modified engine versions which significantly simplify the porting process.

That's exactly what's happening with open source game engines like Godot. Their documentation lists almost a dozen companies providing porting service for godot games. That isn't necessarily a bad thing, but it's up to author of game engine whether they want to allow others to profit from their work in such way.

Seems like currently Defold supported platforms cover most of the popular consoles, it was probably not the case during early development of engine when license was chosen or in a few years when next generation of consoles come out. Someone might also be selling a better console support than what defold provides out of the box. Beside the consoles there is also stuff like integration with various PC stores like GOG,Epic and others. Its not necessarily a huge work, but plenty of smaller devs want to focus only on the gameplay aspects. So once a game is finished (and you are tired from development process), buying anything which significantly reduces porting/integration effort can be an easy choice.

One more example of major feature which can require tight engine integration and motivate buying a modified version of "free engine" is multiplayer support. Good multiplayer support can be quite tricky with some game genres being harder than others. There have been many attempts at providing magic multiplayer solutions which under the hood automatically synchronizes all game entities without developer thinking about it. Such approach isn't necessarily going to be as good playing experience as designing the game with multiplayer support in mind from day 0, carefully thinking how the game state is organized, what when and how is synchronized. But that requires planning ahead, technical expertise and suitable budget. Commercial multiplayer middleware for existing engines are also not uncommon.

Whether something like that is considered an addon or modified engine version depends on exact licensing terms and the exact implementation details how game engine and addon code is organized.

A slightly different example - game engine built on top of game engine is RPG maker. For a long time RPGMaker has been it's own game engine. But few years ago developers of RPGMaker made a version of RPGMaker which is built on top of Unity. Plenty of other genre specific engines (especially for fighting games) built on top of general purpose game engines. Again the line between modified engine, addon and game with builtin editor is tricky.

Re: Defold: cross-platform game engine

#47
post #6

They have gone with an interesting licensing solution here. I really appreciate that it is labeled as a source-available license instead of Open Source. https://defold.com/license/ You can make proprietary changes to the engine without releasing them (unlike GPL). You can freely monetize games built with the engine, and they make some assurances that there won't be a bait-and-switch. And finally, the reason why this…

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