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Yeah in theory people could buy your GPL/AGPL app from you, but they could also get it legally for free from anybody else who has bought it. Guess which way will dominate.
Yeah in theory people could buy your GPL/AGPL app from you, but they could also get it legally for free from anybody else who has bought it. Guess which way will dominate.
Depends on your point of view. Legally it definitely is, because the LGPL stipulates that nobody is allowed to attach any restrictions on to the code above the things the LGPL restricts itself. This makes it impossible to combine with the App Store, because that store adds additional restrictions.
I can tell you that I wouldn’t invest my time in developing a game if there’s no chance of selling it in the first place due to the license requirements of a third party package.
The LGPL is inherently incompatible with anything on Apple’s App Store, so if there’s a chance that I might want to publish it there I can’t touch anything-GPL.
There’s the saying that software development is one of the few crafts where the craftspeople also create the tools for themselves.
I’ve looked into this. For proper integration (e.g. not as a hack with platform views that require a ton of overhead and multiple separate rendering contexts) I’d need access to the native rendering API in Godot, and the engine doesn’t expose it in any way that I could find.
Game design and gameplay is part of the source. All the balancing etc. to make it a fun experience. Most of the numbers don’t show up in the UI, so they’d either have reverse engineer it or reconstruct it somehow through months of game testing.