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OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

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Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#71
If the OSS game engines want to monetize their work, won’t there be a pressure to switch to a pseudo-open source license, then push for some kind of licensing structure ala Mongo, Terraform, and Elastic?

I just wonder if they become popular, either the companies that use them organize into a foundation to maintain the code. Or the grunt work has to be paid for somehow.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#72
post #36

Earlier quoted context omitted.

Trying to run a publicly traded company like a VC bonfire - what could possibly go wrong.

Why would they even IPO if they are bleeding money as fast as they were? Was it one of those SPAC pyramid scams just to get fresh money from people?

because early VCs wanted someone else to hold the bag

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#73
post #11

Earlier quoted context omitted.

The problem is that Unity is a game engine , not a game framework . That means that any code you do will be following their architecture and using their features. The game logic gets really tight to the engine. ...unless you are Brian Bucklew https://threadreaderapp.com/thread/1703163364229161236.html Note: That is not the "normal" way to use a game engine.

That is glorious. I would recommend that you post it as its own thread.

It was posted recently.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#74

Im not well versed in game programming, however I have some knowledge on how to properly structure your software architecture in other domains. In regards to third party dependencies I agree with what Uncle Bob says, which is to keep them as far away from your stuff as possible. Only introduce a hard dependency if you have to. In my current project I have been doing that and I enjoy the flexibility that this gives me…

Yes, it is possible, but you need to use a game framework not a game engine . Example of a game framework: http://www.monogame.net . Still, if you don't map everything all the time, common value types will propagate through the codebase.

Even if you code against MonoGame/XNA or a similar framework, migrating to another framework is not a trivial task unless you have written an abstraction layer beforehand, cf. Player.cs from Celeste.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#75
post #57

Earlier quoted context omitted.

Unreal is a viable option for most people. Epic is the devil we know.

It's not. Most of Unity games are mobile games, or indie games that don't require the GPU usage bloat Unreal has in order to achieve better graphics. If Unreal was ever an option, developers would've been using it instead of Unity in the first place.

In case anyone cares, this commenter is absolutely incorrect; Unreal does support mobile development, and it obviously uses a more lithe package than its full GPU stack. Using only the UI objects, 2D is pretty simple and I haven't had any major package size issues. Using a 3D context to render 2D as planes in the scene, I can still get a package down around 70MB with optimizations left on the table. It's harder to work with 3D-as-2D, but that's why I use the UI system. It's robust.

I certainly like Unreal, myself, but I can't say it's an easy move from Unity to Unreal. That aside, one of the very first options you see is whether to scope your game for mobile or for "desktop", so I'm not sure why this commenter thinks that Unreal would not be an option for mobile development. It sucked before UE5, so maybe that's the hang up, but so did a lot of things.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#76

If the OSS game engines want to monetize their work, won’t there be a pressure to switch to a pseudo-open source license, then push for some kind of licensing structure ala Mongo, Terraform, and Elastic? I just wonder if they become popular, either the companies that use them organize into a foundation to maintain the code. Or the grunt work has to be paid for somehow.

Blender seems like a good example of gaining traction + keeping honest.

Hopefully Godot follows in their footsteps more than those other ones.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#77

If the OSS game engines want to monetize their work, won’t there be a pressure to switch to a pseudo-open source license, then push for some kind of licensing structure ala Mongo, Terraform, and Elastic? I just wonder if they become popular, either the companies that use them organize into a foundation to maintain the code. Or the grunt work has to be paid for somehow.

It's not clear that they are out to monetise, or they may not have made a FOSS engine to start with. Some (Godot, for example) have deliberately set up their ownership and governance structures to make such a source-available/open core pivot if not impossible, then very difficult.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#78

Earlier quoted context omitted.

It's retroactive because the publishers originally signed a contract that didn't have any per install fees for that version of unity they're using. Now, they will be charged, despite not changing the unity version, as if next year. Retroactively applying the new contract terms to the old one.

I don't think what you describe is the case. My company works with Unity and is not worried about any change until the license runs out. Only then will we form a new contract and accept the new terms and conditions. Changing a contract one-sided is not really legal in the EU https://europa.eu/youreurope/business/dealing-with-customers...

Unfortunately, the Unity contract most developers signed ("Terms of Service" I think they call it) allow for them to change things when they feel like it.

This retroactive change is one of the things which people are very unhappy about.

Some more info here, under the "ToS Update" heading:

https://www.gamerbraves.com/unity-silently-deletes-github-re...

That being said, multiple people seem to have different interpretations of it. And Unity has reportedly said they'll be walking back at least some of the changes due to the very public outcry.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#79

Earlier quoted context omitted.

It's retroactive because the publishers originally signed a contract that didn't have any per install fees for that version of unity they're using. Now, they will be charged, despite not changing the unity version, as if next year. Retroactively applying the new contract terms to the old one.

I don't think what you describe is the case. My company works with Unity and is not worried about any change until the license runs out. Only then will we form a new contract and accept the new terms and conditions. Changing a contract one-sided is not really legal in the EU https://europa.eu/youreurope/business/dealing-with-customers...

What they described is exactly the case. Hence the controversy. Your company should be worried because these ToS changes have been applied retroactively. I agree with you that this is not legal but that is what's happening. Check Unity's own FAQ:

https://forum.unity.com/threads/unity-plan-pricing-and-packa...

Q: Are these fees going to apply to games that have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones.

A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#80
post #35
post #33

Had an audible chuckle the other day when I saw humble bundle's current massive Godot sale. Hopefully with this increased attention we can draw new programmers to gamedev with an approachable language like python.

> approachable language like python Python doesn't really scale though and it's fine only for simple games/scripting (on top of a game mainly built with another language). If you're serious about game development you'll have to switch to C# or C++ eventually. Also I don't see how C# is not "approachable" (C++ is another manner). If you're serious about programming you'll have to figure out static typing at some point…

> If you're serious about game development you'll have to switch to C# or C++ eventually.

Were the creators of Undertale, Hyper Light Drifter, and Hotline Miami not "serious" because they chose to use GameMaker? I understand the pitfalls of using lightweight scripting languages, but not everyone is trying to create Doom Eternal.

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