this post was submitted on 18 Jun 2024
78 points (95.3% liked)

Games

16647 readers
995 users here now

Video game news oriented community. No NanoUFO is not a bot :)

Posts.

  1. News oriented content (general reviews, previews or retrospectives allowed).
  2. Broad discussion posts (preferably not only about a specific game).
  3. No humor/memes etc..
  4. No affiliate links
  5. No advertising.
  6. No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
  7. No self promotion.
  8. No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
  9. No politics.

Comments.

  1. No personal attacks.
  2. Obey instance rules.
  3. No low effort comments(one or two words, emoji etc..)
  4. Please use spoiler tags for spoilers.

My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.

Other communities:

Beehaw.org gaming

Lemmy.ml gaming

lemmy.ca pcgaming

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] Lemminary 42 points 4 months ago (1 children)

The biggest tragedy is when these projects aren't opened up for the community. OSS would welcome this immensely.

[–] [email protected] 46 points 4 months ago (1 children)

Although I'd love to see that happen more frequently, this is simply not realistically doable for most commercial games.

Almost all of them use licensed third-party libraries which are integrated deeply into the game's code base, but which can't legally be distributed as part of an open source project. So in order to be able to open source a modern commercial game, you'd have to put in quite a lot of work finding all of your code integrating with commercial libraries and either replacing or removing it. And if that's not enough, you'd probably have to have your (expensive) legal team check the entire code base for any infringements just to be on the safe side.

All that work for no monetary gain just isn't a very good business case. So, unfortunately, I wouldn't expect a lot of modern games to be open sourced any time soon.

[–] [email protected] 21 points 4 months ago* (last edited 4 months ago) (1 children)

And assets, don't forget assets. If you use any bought assets from assets stores (Unity / Unreal, heck even textures from textures.com), the licenses don't allow you to redistribute those in raw form.

Even if you're using only things you have copyright to, it's still not a good idea to license it under same terms as code. Code licenses =/= art licenses

[–] [email protected] 1 points 4 months ago (1 children)

Usually those are easy to strip out.

[–] [email protected] 1 points 4 months ago (1 children)

Yeah, but then you're left with about half of work from game

[–] [email protected] 1 points 4 months ago

That's usually not the case. Most assets are entirely cosmetic. It's why when things get messed up you tend to see purple floor, wireframes or checked test planes. As far as coffee is concerned art assets are usually just "what do I make this look like". As far as physics and interactions goes it'll do exactly what it was supposed to before. That's not too say it's not valuable, but whoever gets the code can by the pack, put in the right asset references in the right places in the code and be exactly where they were before.