3 ms·
The fact that Godot Foundation doesn't/can't provide certification or support for console integration is not the same thing as "Godot can't be used for console
by cxr 3y ago
The fact that Godot Foundation doesn't/can't provide certification or support for console integration is not the same thing as "Godot can't be used for console development", let alone "Godot can't be used for console development[...] due to open source licensing issues". It's not (A)GPLv3.
Godot is MIT licensed. Godot can be used for console development—just like _any_ other piece of MIT-licensed code you want to build your game with. It's just that doing so is (read: remains) an undertaking that you have to deal with on your own, since Godot Foundation doesn't offer anything besides the Godot engine source code under compatible license terms. There's nothing particular about Godot or its license here.
From the documentation you yourself linked to:
> Regardless of the engine used to create the game, the process to publish a game to a console platform is as follows: [painful and/or expensive and/or time-consuming process]
- prophesi 3y agoI think you're getting worked up that I said Godot can't be used for console development, when I really just meant that it can't be used for console development _currently_. I noted that they were working on this in my original comment, and as your blog post shows, it's going well. For posterity, here's Godot's post a year or so ago on the struggles they've had with console middleware over the years. https://godotengine.org/article/godot-consoles-all-you-need-know/ https://godotengine.org/article/godot-consoles-all-you-need-...
- cxr 3y agoMaking the point that Godot-the-toolchain-and/or-organization can't be put to direct use to get a release-ready binary for consoles saying "Godot can't be used for console development[...] due to open source licensing issues" is, in a word, reckless. It sows uncertainty and doubt about the suitability of the project for use on consoles. Getting a game released to consoles that was developed with Godot is no more difficult than getting one released that was developed with your own proprietary engine; there's nothing related to the license that plays a part here.
- prophesi 3y agoI think we'll just have to agree to disagree. There are a lot more hoops you have to jump through if you're keeping your engine actually open source.
- deleted 3y ago[deleted]