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That's not really true. You can't modify it free of cost; you still have to pay the royalties to use it. You also can't modify it in any way you like, there are
by PlattypusRex 2y ago
That's not really true. You can't modify it free of cost; you still have to pay the royalties to use it. You also can't modify it in any way you like, there are numerous restrictions in the EULA on how exactly you can modify/distribute snippets of code. Not only that, but you also aren't allowed to integrate it with any sort of software with a copyleft license, making it useless for any gamedevs who want to license their game with one. Even people wanting to use copyleft libraries or code with their fork are completely restricted.
- tedunangst 2y agoWhy did all these migrating game developers pick unity in the first place if they wanted to release a copyleft game?
- PlattypusRex 2y agoMy reply had nothing to do with Unity. It was directed at the statement that Unreal being source-available is somehow equivalent to being able to freely fork and modify Godot to add specific features. Furthermore, many of these devs have been on Unity for many years, not because it was the best, but because it was pretty much the only accessible and modern choice for smaller projects before Godot and other open-source engines were mature enough to release games with.
- pizza234 2y agoThis is not (entirely) correct: > Free > Game developers (royalties apply after $1 million USD gross product revenue) > Individuals and small businesses (with less than $1 million USD in annual gross revenue) > For educators and schools (no revenue limits)
- PlattypusRex 2y agoYes, royalties apply after $1 million, hence, not free. Plenty of small/medium studios use Unreal. Free for educational purposes means it is not free, since the royalties still apply if the game is released. Last time I checked, free means free.
- fragmede 2y agofree means whatever the reader wants it to mean, including free as in beer, free as in speech, or free as in puppies. In this case, free until you have $1,000,000 in revenue is free enough outside of pedantic online arguments about the definition of free. If you made a million dollars from something, having to pay the thing that helped you get to that place doesn't seem unreasonable, but maybe I'd I had a million dollars I'd feel differently.
- PlattypusRex 2y agoIt's pedantic to say it isn't free when...it isn't? Plenty of smaller games make over $1 million. It's news to me that the concept of free is whatever the reader wants it to be. Free as in beer or free as in freedom, Unreal is neither.
- pizza234 2y agoFreedom in licensing definitely requires context and specification; an absolute view of freedom has little practical use. Game engines released, for example, under a GPL license may align with an absolute view of freedom, but they are useless for the vast majority of commercial games.
- mirekrusin 2y agoWhat needs to be below 1m? Revenue of the whole shop? Or just that game? If you have two games how is it calculated? Can you create legal entity per app to manage limit? Is it annual revenue? Can you set publishing legal entity in front that takes most revenue as publishing cost and pays peanuts to dev shop legal entity that holds license?
- jncfhnb 2y agoPer game, lifetime revenue.
- mirekrusin 2y ago