this post was submitted on 18 Jun 2024
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[–] [email protected] 21 points 2 weeks ago* (last edited 2 weeks ago) (3 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 1 week ago (2 children)

Usually those are easy to strip out.

[–] [email protected] 1 points 1 week ago (1 children)

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

[–] [email protected] 1 points 1 week 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.