Godot should be licensed with a weak copyleft license, like LGPL. #4237
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What are some prominent examples of companies taking an MIT/BSD project of Godot's size and making a succesful competitor? |
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Two cents: Most copyleft licenses, even the LGPL, are a very bad idea for game tooling, because games often have to be published on closed platforms with strict guidelines that are often incompatible with most copyleft licenses, even the LGPL. Vast numbers of developers simply will not use things that prevent them from publishing on such platforms, because they have no other choice, even if there is no alternative that they could use instead and they have to build it from scratch. However, there are copyleft licenses that do not have this issue, like Mozilla's MPL. (The MPL does not have any relinkability requirements or anti-tivoization bits. The LGPL does.) |
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In my opinion this would in fact "destroy the original FOSS effort". This would instantly discourage me from any further contribution to the engine. And I'm pretty sure this would slow down or even kill the growing popularity of the engine. Changing to less permissive license than the other open source competitors (game engines and frameworks) is simiply a bad idea. Some examples: cocos2d-x - MIT, Urho3d - MIT, libgdx - Apache, Armory - zlib. |
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Having a commercial Godot fork could be actually fruitful, in the sense that commercial projects tend to have a more clear direction. Godot is mostly driven by hype and whoever is willing to sponsor the project nowadays, which steers Godot in whatever direction, which makes the engine unstable to use for long-term projects. That doesn't mean that Godot cannot have a clear development direction, though. This mostly depends on who leads and manages the project. However, it looks like Godot does not have a direction in the first place, it's mostly about solving problems exclusively. The problem is that Godot lead developers do not have a real-life game project they are personally working on using Godot at the moment (from what I can see publicly, otherwise we'd see them described in "Describe the project you're working on" question when they create proposals themselves here at GIP), so we're left with the situation that they have to "guess" how to solve concrete problems faced by Godot users. The cornerstone lies within the quality of communication between userbase and developers, which becomes suboptimal nowadays, or the solutions in Godot get too general (or rather simplistic) to be useful. Therefore, I'd personally be interested in trying out some commercial version of Godot (source-available), where financial support is explicit, and there exist at least some sense of obligation regarding the software quality of the engine. That said, what I'm saying is that Godot should be either totally FOSS, or become a commercial project. The latter is very unlikely to happen, so it's totally up to commercial companies to make a viable Godot fork, which does have its merit (the success of commercial engines like Unity and Unreal Engine cannot be denied). For some time, I think that most commercial Godot forks will not be published directly, but companies are going to modify the base engine to suit their needs for game projects. From the downloads page: https://godotengine.org/download |
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these are not game engines and are thus not valid counterexamples
…On Thu, May 19, 2022, 16:09 WhyTheHellIsEvery4thYearGarbage? < ***@***.***> wrote:
OK, you just limited godot to only being used by toy projects, good job :)
Uh, how does Godot become a toy project just by hosting it's own open
platform?
- Blender hosts it's own platforms for the Blender software (and
company); it's not exactly a "toy project". (Blender's site.
<https://www.blender.org/>, Blender's PeerTube instance
<https://video.blender.org/>, and blender.chat. )
- The Linux Foundation hosts it's own open platform for Linux; Linux
is not a toy project.
- The Free Software Foundation hosts it's own open platform for its
free software (like coreutils); they are not toy projects.
- SRB2 hosts it's own platforms for documentation. I don't exactly
think it's a "toy project", considering the amount of effort that is put
into maintaining it.
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Well, our users are gamedevs, and I don't like the idea of limiting our users freedom by forcing them to only distribute on some platforms and not others. |
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This is a very unpopular opinion, but I will stand by it till the end of my days: copyleft licenses like GPL and LGPL are fundamentally opposed to free and open software and are just another method of source control--different but same, from closed-source. I believe that free software means free, not free with limitations. What an oxymoron that is. I think any issue with MIT and other 'true' open licenses, comes from our differing perspectives as developers and not from any flaw in the license. Case in point, I think not only should a company be allowed to take and monetize Godot, but it leads to a healthy atmosphere of competition. The worst thing that could happen to us as a community is to become so successful that no other engines can compete within the market, and make no mistake, we are part of the market whether we intend or want to be. |
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MIT is good enough; it allows people to work with Godot, change it to suit private needs and build closed forks if needed by contractual reasons. There's no iminent threat for godot's development and even if a multi trillion dollar company just decides to make a closed source commercial godot fork and sell it, the main repo will still exist and follow its own pace. GDevelop have a couple of forks with its own naming and the main repo is still going strong. |
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I'd actually take it in the opposite direction: It should go UNLICENSE. I was always iffy about GPL's entire world view, that was built on "I need GPL to compete with commercial software, and be mutually exclusive, so I can one day have a fully working computer, with 0 chance of any closed-source software spying on me". The reality is that people had their crypto-currency stolen by perfectly open-source software, and Stallman is no closer to having a printer he can fix than the day he got angry at a firmware bug in one. If anything, open-source hardware has proven to be a huge flop, with adjusted-for-security options like Graphene, leaving the likes of PureOS in the dust. However, what really tipped me over was reading this: Copy-left is ultimately relying on copyright laws in order to exist. Without copyright, there can be no copyleft. People don't sign GPL terms like some sort of NDA. If the default was not "allow nothing", then GPL would be meaningless. The realization that the "allow nothing" default is born in sin, and is harmful to society a thousand times more than any closed source NDA-protected project, makes me unable to support any attitude that perpetuates the misconception that copyright can be a force for good. This is especially true for "programs that make other programs". Now Godot isn't simply a compiler. Having massive built-in functionality, including its own physics engine and rendering with batching and custom mega-shaders, makes it legitimate for it to have MIT license. Credits for such a physics engine are well deserved. Compare and contrast with Rust, which is merely supposed to compile user code, which could go down to being as low level as kernel code without a hint of a standard library or API call. But due to how it's set up, any such user code falls under Rust's MIT. That's why I stay away from Rust like the plague. I would never code anything in Rust, nor recommend it to anyone. Contrast with LLVM, which, despite being GPL at its core, has an explicit "compilation exception", which means that the license does not apply to products created using it, unless they explicitly include LLVM as a library. This is the bare minimum of what would be expected from a "program making programs". The code that you write should not belong to the person who wrote the compiler you use. Not any more than the excel sheet describing your company's finances should belong to Microsoft (unless you're Microsoft's accountant). At the very least, if Godot had been GPL, I would not have picked it up, and I would not be contributing to it now. I would have been working on my own engine instead. It's not impossible some of the other contributors feel the same. (P.S. Despite all of the above, it would be impossible for Godot to go completely UNLICENSE, because many of its third-party dependencies are Apache/BSD/MIT, e.g. ThorVG) |
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A copyleft license, like GPL, would protect the user's freedom; and potentially prevent a company from just creating a nonfree Godot competitor and destroying the original FOSS effort. (Here is a quick summary of the GPL license.)
It wouldn't be a good idea (in my opinion) to force all games made in Godot to be copyleft; so I specified weak Copyleft, like LGPL.
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