In short, I guess it would basically be like selling RPG Maker games or DOOM wad's, but without the engine itself being proprietary.
In short, I guess it would basically be like selling RPG Maker games or DOOM wad's, but without the engine itself being proprietary.
- http://keeperrl.com/
- http://store.steampowered.com/app/329970
- https://miki151.itch.io/keeperrl
- https://github.com/miki151/keeperrl
Not a shill or by any means a sockpuppet; just a pleased owner/supporter, and I like and want to support this model!Mind, this is a game, not an "engine". And I'm okay with that; building an "engine" rather than building an actual game is something that we OSS nerds are already prone to self-nerdsniping on, and the resulting engine-with-no-game doesn't really help anyone (including, typically, other game makers, because without a single trial-by-fire, that "engine" code tends to be pretty useless). It's good that it's OSS, even if (and especially if?) it's not an "engine".
Perhaps there is no standard engine in the FOSS world because the engines are not advertised as strongly as the most popular commercial ones. Unity, after all, will gladly let you know it's being used whenever the game starts.
PS. Of course one could claim you can never be certain of those (hacking disassembled code is always an option) but in any way you look at it, if you do have the resources to have your own engine you retain more control.
I'm sure you could argue that Unity is currently more cross-platform than engines were 10-20 years ago and already works on Mac/Win/Linux/Android/whatever, but we can't guarantee it will be around in 20 years.
There are really very few practical limits there. You can distribute a game with a modified engine. But what the poster was talking about was a common engine with source that will be around for a long time. UE sounds like a fairly close match. Maybe they had something else in mind but 'the ideological is the practical and vice versa so this ain't nothing' seems more like some sort of odd logical (ideological?) contortion than an argument.
Another very practical limit is that you can only distribute changes to the engine through either Epic's marketplace or a fork of their GitHub (so you cannot distribute changes through your own website, for example).
Also you cannot make a modification to the engine itself (even through the "allowed" means) and distribute it yourself as an alternative version/fork of the engine.
Finally, yet another very practical limit, is that you cannot take source code out of the engine for use in other engines and products - no matter what.
All these are practical - not ideological - issues that proper open source projects do not have. Unreal Engine is not open source, you just have access to the engine's source code for minor and project-specific modifications and even that comes with several limitations as i already mentioned above (and there are others tool, just read the engine's EULA).