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Luxe Game Engine

luxeengine.com

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Re: Luxe Game Engine

#61
post #45

Earlier quoted context omitted.

Source isn't really a publicly available engine. Valve doesn't appear to have much interest in licensing it. You're not wrong about Godot, but; 1. You can always fork/modify it. Getting a source code license for Unity is a 6 figure proposition. 2. Being open source is a big deal. No phone home spyware(Unity). Keep 100% of your revenue. 3. C# support is OK. Its very slowly getting better. I'm not a Godot zealot, one i…

> If you know someone building a better Godot let me know. I'll try it this weekend. Three.js is better than Godot. Yes, even though it doesn’t have a real editor. Yes, even though it’s exclusive to the web. It is a useful and functional tool for building 3D experiences. It has compatibility with almost every file type under the sun. It supports modern/cutting-edge features like WebXR. It has a talented and disciplin…

Three.js is no game engine, tho.

It can be used to create one and being all Javascript / HTML makes it totally approachable for a task like this.

Re: Luxe Game Engine

#62

Earlier quoted context omitted.

Ironically, both features you mention are ones that seem questionable. `$` feels like a bit of an anti-pattern to me because it encourages hard-coding strings, so if you move, rename, or switch components around, it silently breaks. Unity's encouragement of pointers feels cleaner. Godot has `@export`, but also `@export_multiline`, `@export_dir`, `@export_global_file`, etc. which produce slightly different behaviors.…

Can you please elaborate what you mean by Unity "pointers"? As far as I am aware, in Unity, either you find the node by name via `GameObject.find` or you assign a reference via the inspector. Both of these features also exist in Godot. Actually, thanks to unique names (the `%` notation), I'd say Godot wins overall. But I haven't used Unity in years, so I don't know if they've come up with a better solution (in which…

Just a reference in the Inspector. I like unique names too; I was just pushing on `$` specifically.

Re: Luxe Game Engine

#63
post #11

Earlier quoted context omitted.

interesting because you could still make gatcha games which is just like digital gambling

Perfect is the enemy of good.

Sometimes, doing something is worse than doing nothing at all.

> For that matter, using licensing to restrict government abuse obviously isn’t going to work, because licensing relies on state enforcement of rights anyway. If the state itself is compromised, having a clever little license isn’t the failsafe the OES thinks it is. It’s really just asking the police to arrest ICE with extra steps. This isn’t hypothetical, this is already codified in the law: even the international treaties that govern copyright have explicit exemptions for government action related to security interests. A license like this one can only ever possibly do harm.

https://blog.giovanh.com/blog/2021/10/29/ethical-source-is-a...

And if you want something more old-school:

> It is worse than ineffective; it is wrong too, because software developers should not exercise such power over what users do. Imagine selling pens with conditions about what you can write with them; that would be noisome, and we should not stand for it. Likewise for general software. If you make something that is generally useful, like a pen, people will use it to write all sorts of things, even horrible things such as orders to torture a dissident; but you must not have the power to control people's activities through their pens. It is the same for a text editor, compiler or kernel.

https://www.gnu.org/philosophy/programs-must-not-limit-freed...

Re: Luxe Game Engine

#70
post #3

A thread in 2018 https://news.ycombinator.com/item?id=16615251

Interesting that they intended to release it as open source in the past, but have instead stayed proprietary.

From what I read once, Sven wanted to open source it to make it more stable and actually finish it but then realised that doing so could affect his business model
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