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Re:Unity's oldest community announces dissolution by jameshart on Monday September 25, 2023 @03:07PM (#37648970)
Great advice… Unless you’re a game studio who wants to ship on PlayStation and Switch some day. If you want to build on an engine that lets you target proprietary platforms your options are, in practice, limited.
Re:Unity's oldest community announces dissolution by follower on Monday September 25, 2023 @03:39PM (#37649430)
Re:Unity's oldest community announces dissolution by jameshart on Monday September 25, 2023 @05:33PM (#37650992)
Providing these links without context, after claiming that MIT licensed engines won’t have any issues, sort of implies that open source engines can be used fine to target consoles.

The fact developers have been able to ship Godot games on console doesn’t help much unless those developers are willing to share whatever proprietary engine-to-console-SDK-interface code they wrote.

Unity and Unreal, in contrast, will happily license equivalent code to you.

I think this section of the second Godot link is worth pulling out and quoting:

> … it is impossible for Godot to include first-party console support out of the box. Even if someone would contribute it, we simply could not host this code legally in our Git repository for anyone to use.

> Additionally, it would not be possible to distribute this code under the same license that Godot uses (MIT) because this is in direct conflict with the proprietary licenses and non-disclosure terms that console manufacturers require to have access to the knowledge needed to write this code.

> To make it simple, it is not possible for Godot to support consoles as an open source project.

Re:Unity's oldest community announces dissolution by eropple on Monday September 25, 2023 @05:50PM (#37651212)
The Godot core developers have a company you can partner with for a Godot build for those platforms. It's not really a big deal if you're making the kind of money to make that port worth it.
Re:Unity's oldest community announces dissolution by follower on Tuesday September 26, 2023 @01:44AM (#37654925)
> [...] sort of implies that open source engines can be used fine to target consoles.

That was my intention.

> The fact developers have been able to ship Godot games on console doesn’t help much [...]

Well, it demonstrates that it's entirely possible, either via DIY, hiring an in-house specialist or contracting to one of the companies who has already implemented the functionality.

> [...] unless those developers are willing to share whatever proprietary engine-to-console-SDK-interface code they wrote.

The third party porting companies are willing to "share" that code--for a fee. They could also do the same for free as long as they respect the terms of their contract with the console platform (which probably is along the lines of "don't disclose anything to people who don't also have a contact with the console platform").

A group of companies could even cooperate on this but we'd presumably not know the details.

> Unity and Unreal, in contrast, will happily license equivalent code to you.

Sure, but it's also neither free[0] nor Open Source, e.g.:

"Build and deploy to closed platforms such as Nintendo Switch™, PlayStation®, and Xbox®. An active Unity Pro subscription is required to access these build modules via developer platform forums."

The nuance of "it is not possible for Godot to support consoles as an open source project" is that "it is not possible for [the] Godot [Project] to support consoles as an open source project [but the Godot Engine can be used on consoles if you write the support code yourself or license it from someone]".

Despite detailed explanations (from the devs) of the nuances, too many people interpret the situation as "you can't deploy Godot-based games on consoles" rather than "you can deploy Godot-based games on consoles but you can't get the code to do so from the Godot Project itself because vendors won't let it".

But perhaps for some people this isn't a significant distinction.

[0] https://unity.com/products/unity-pro

Re:Unity's oldest community announces dissolution by jameshart on Tuesday September 26, 2023 @08:03AM (#37658032)
In practice there is a significant difference between ‘included in Unity Pro’ and ‘we know a guy’.
Re:Unity's oldest community announces dissolution by follower on Wednesday September 27, 2023 @03:44AM (#37671417)
I mean, sure, but the situation is actually "we know multiple vendors who will compete & sell you what you need and if that's not satisfactory you can DIY".

At the end of the day the situation is entirely driven by the requirements of the console platform owners.

You can choose to:

* depend on a closed source proprietary game engine & console integration and associated risks/benefits; or,

* an open source game engine & console integration via one of multiple vendors or DIY and associated risks/benefits.

Re:Unity's oldest community announces dissolution by tapoxi on Tuesday September 26, 2023 @02:04AM (#37655054)
W4Games, owned by one of the core developers of Godot, will happily license a plugin module that allows you to do console export. So there's no difference here, it's just a plugin instead of part of the engine itself.
Re:Unity's oldest community announces dissolution by jameshart on Tuesday September 26, 2023 @01:43PM (#37663001)
Under terms that are even less predictable and subject to capricious change than those of the major commercial engines.

The question developers are asking themselves is ‘if I start out building a game for the next two or three years, when I come to commercialize this, will I have palatable and viable options to do so?

Unity’s random adjustment of their terms is precisely what is driving developers away. But at least Unity is making it clear what those terms are. ‘Talk to one of us privately when you get to the point where you’re ready to port to a console’ is even less certain.

Re:Unity's oldest community announces dissolution by easyThrowaway on Tuesday September 26, 2023 @06:47AM (#37657348)
Can't Godot org itself offer the commercial support required for those projects that want/need to release on commercial platforms? It's not like they have to add those device-specific exporters on their main repo.
Re:Unity's oldest community announces dissolution by djur on Tuesday September 26, 2023 @12:29PM (#37661742)
I think they would prefer to avoid even the perception that Godot the open source project was a vehicle for funnelling business to "Godot Pro".
Re:Unity's oldest community announces dissolution by follower on Wednesday September 27, 2023 @03:53AM (#37671497)
> Can't Godot org itself offer the commercial support required for those projects

In short, no.

The most detailed explanation of why is probably this section of this article: https://godotengine.org/article/godot-consoles-all-you-need-...

A key aspect is that neither Godot (the project--which doesn't exist as a legal entity) nor Godot Foundation (which exists as a legal entity but AIUI has restrictions on what activities it can perform) would be able to satisfy the requirements of the console platform vendors in terms of qualifying for access to a platform SDK.

Re:Unity's oldest community announces dissolution by amrocha on Monday September 25, 2023 @03:17PM (#37649102)
Are open source tools banned on playstation and switch?
Re:Unity's oldest community announces dissolution by cableshaft on Monday September 25, 2023 @03:25PM (#37649220)
Not banned, just that every build platform has to be supported and not every open source project prioritizes each platform.

Godot, for example, doesn't support console builds, only working with a third party to facilitate porting to those platforms (that may change in the future now that they're getting a lot more support from the community after all this).

Re:Unity's oldest community announces dissolution by follower on Monday September 25, 2023 @03:41PM (#37649460)
> Godot, for example, doesn't support console builds, only working with a third party to facilitate porting to those platforms

For the full nuanced details I've listed the relevant links here:

* https://news.ycombinator.com/item?id=37649430

Re:Unity's oldest community announces dissolution by amrocha on Monday September 25, 2023 @05:03PM (#37650581)
That's a really useful comment, thank you!
Re:Unity's oldest community announces dissolution by amrocha on Monday September 25, 2023 @03:39PM (#37649434)
Gotcha, so it's not that open source isn't possible, the industry just needs to invest in community support for an engine
Re:Unity's oldest community announces dissolution by ndiddy on Monday September 25, 2023 @03:45PM (#37649513)
The issue is that console SDKs are under NDA, meaning that open source tools can't target consoles because they would reveal details about the SDK. Some projects have workarounds for this, for example SDL maintains a private Switch port that you can get access to by emailing one of the maintainers with proof you're a Nintendo licensee.
Re:Unity's oldest community announces dissolution by miohtama on Monday September 25, 2023 @04:38PM (#37650293)
There is no one open source, but various open source licenses.

Nintendo Switch and Playstation and titles from Sony and Nintendo incorporate BSD-licensed open source code, so it is obvious that “open source is banned” is not true. It’s only GPL and other viral licenses that lawyers argue is too risky, because it might require disclosing proprietary source when linked.

Same goes for Apple App Store as well

https://news.ycombinator.com/item?id=12827624

Re:Unity's oldest community announces dissolution by amrocha on Monday September 25, 2023 @05:06PM (#37650623)
Look at the other comments in this thread, the reason is more complicated than that. Open source tools might be fine but game engines can't be open source if they want to support console builds because that would disclose proprietary information.
Re:Unity's oldest community announces dissolution by JohnFen on Monday September 25, 2023 @06:26PM (#37651570)
> game engines can't be open source if they want to support console builds because that would disclose proprietary information.

Technically, they could. It would require someone who hasn't actually licensed the SDK, and so aren't subjected to an NDA, to reverse-engineer things and produce their own implementation under an open source license.

Certainly would be an enormous project, but it is well within the realm of the possible. It's been done with complex systems before.

Re:Unity's oldest community announces dissolution by amrocha on Monday September 25, 2023 @06:43PM (#37651745)
We're talking about a viable alternative to proprietary game engines.

Yes, I know it's possible to reverse engineer the consoles, but that doesn't make it a viable alternative for the games industry.

Re:Unity's oldest community announces dissolution by JohnFen on Monday September 25, 2023 @06:45PM (#37651773)
> that doesn't make it a viable alternative for the games industry.

It makes it legally viable, in that it would allow the production of an SDK that isn't restricted by any NDA, and therefore could be incorporated into opens source projects.

Re:Unity's oldest community announces dissolution by amrocha on Monday September 25, 2023 @07:43PM (#37652323)
If it was a homebrew project then sure, but this isn't viable for commercial projects:

- The platform holders can and will ban software built without the official SDK

- You'd get delayed access to patches, which might break compatibility with new OS versions

- You're relying on someone being able to reverse engineer new versions for the life of the console. This is a rare skill.

It's like saying you can write your own C compiler. Yeah you can, but you wouldn't use it in production at your job.

Re:Unity's oldest community announces dissolution by JohnFen on Tuesday September 26, 2023 @10:42AM (#37660151)
> If it was a homebrew project then sure, but this isn't viable for commercial projects

None of your points appear insurmountable or showstoppers to me, to be honest, but they would require approaches to mitigate them.

Re:Unity's oldest community announces dissolution by Dylan16807 on Tuesday September 26, 2023 @03:21AM (#37655645)
The engine is already there. We're talking about alternatives to the console-specific shim layers.