this post was submitted on 07 Dec 2023
102 points (99.0% liked)
Godot
5873 readers
19 users here now
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- !inat@programming.dev
- !play_my_game@programming.dev
- !destroy_my_game@programming.dev
- !voxel_dev@programming.dev
- !roguelikedev@programming.dev
- !game_design@programming.dev
- !gamedev@programming.dev
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
There are other companies which have the same business model. The Godot Foundation is what actually moves the FOSS engine forward. Unfortunately it is not possible for the foundation to provide console support.
Unreal engine does it, and I'm pretty sure Unity does as well, though you have to actually pay for licensing and acquire the dev kits themselves. But the support is built into the engine to compile for those platforms once the right compiler is there.
Unity/Unreal can talk business with Microsoft/Sony/Nintendo in a way standalone Godot engine cannot, and should not.
Unity is proprietary and Unreal is source-available; the companies have direct control over how you redistribute their engine (to collect funding). Agreements can be made between them and the console manufacturers. Godot engine is open source (MIT) and appeals to a different kind of game dev, where including proprietary code that requires a license would be an unusual juxtaposition to say the least. If consoles support is important to you then perhaps there is no issue but for others that is repulsive.
It gives unjust power over the devs (think in terms of the recent Unity fee fiasco). I wouldn't contribute to a proprietary project (that's just doing free work for a company) but I'd be honored if an open source project considered my contribution worth something to them.
That's great, you're just locking a large majority of Indie devs away from Godot forcing them to choose an engine that supports pc, and consoles.
Godot engine is licensed under MIT; it doesn't prevent you from bundling it with proprietary software which could support consoles. That should just be a separate thing so both are happy.
I value the software freedom of me and my users. It is the console manufacturers who are locking me out because I don't want to be shacked or take advantage of my users.
@NocturnalMorning @tabular though in the engine world godot is kinda indie comparing to other engines, you know? :)
I mean, I'm an Indie dev. I've tried all three engine, Godot, Unreal, and Unity, and I just don't think Godot is there yet. I used it for almost 2 years before giving it up for Unreal, and I came back and tried Godot 4.0 for a few months. It's a reality that kind of sucks. But I'm going to wait a few more years for Godot to catch up before I try to dip my toe back in.
I don't like the modern gaming industry. It is my hope that one day the norm will be free (libre) software games, using free engines.