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Fully opensource the game is not probable, if the engine they build is so easy, then you could have a chance to reimplement the engine. The optimal solution wou
by stop50 3y ago
Fully opensource the game is not probable, if the engine they build is so easy, then you could have a chance to reimplement the engine. The optimal solution would be a bunch of binaries that run without assets an ask the users to provide the path where the original game is to use the assets.
- trealira 3y agoThat makes sense. I understand concerns like that. It would be nice if we could just write a contract, one that states that I agree to use the source code only for personal use and that I may not use the code for a commercial product, or that I may only redistribute modded binaries for free and not modded source code, or something along those lines. That way, I could do the thing I want with it, without them worrying about if I'm going to try and rip off their game immediately. It wouldn't be as liberal as making the code open-source under something like the GPL, which isn't convenient, but it could be something of a good compromise. Do you think that would sound agreeable? Do you (or does anyone else reading) know enough about software law to know if you can do something like that?