News for hackers. Stuff that matters.
Re:Our experience launching a paid, proprietary product on L... by seventhtiger on Wednesday July 25, 2018 @02:41AM (#17607294)
I really like how Epic is handling Unreal Engine 4. The source is available, and the standard license is revenue share. It's not necessarily open source, but it reaped so many benefits from public contributions. You can modify it and extend it for your own use. The revenue share means they are actively interested in your success.

Of course video games are highly public consumer products. So you can't actually abuse their model because if your game is successful it will be well known.

Re:Our experience launching a paid, proprietary product on L... by TimJYoung on Thursday July 26, 2018 @10:13AM (#17617666)
I think you may be on to something here. For smaller companies like us that are in niche markets, the source code being available isn't a big deal because the level of piracy is fairly low (and you don't get support).

For larger companies in larger markets, it's much, much easier to see when someone is abusing a license or pirating the software without paying.