3 ms·
I have made a similar observation in the past. Game development is such a extremely high competitive area that any legal method to save time and use someone els
by belorn 5y ago
I have made a similar observation in the past. Game development is such a extremely high competitive area that any legal method to save time and use someone else code will be used unless it breaks the core business model. Delaying a release of a game by a few months because developers are re-implementing a xlm parser is not an option. If I remember right, Starcraft 2 by Blizzard uses LGPLv3 code, and the software credit list is very long. I can imagine the cost and delays if they had arbitrary chosen to restrict themselves to specific licenses.
Focus on what is the core part of a company. For most game companies that seems to be about developing multiple games at the same time, finding one that is good enough to develop to a finished product, while surviving on the last released game.
- prox 5y agoWhat are the implications if you use an engine like Unity or Unreal, since you build upon an existing framework?
- belorn 5y agoFor unreal, I think the first $1 million USD of lifetime gross revenue of the game is royalty-exempt, and then you pay. Then I think it is 5% of revenue. For unity it is free if revenue or funding is less than $100K in the last 12 months. That is just the basic implication from a cost perspective. I am not a game developer but there is likely a bunch of other considerations, both legal and technical.
- deleted 5y ago[deleted]