- cross-posted to:
- godot@programming.dev
- cross-posted to:
- godot@programming.dev
One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising.
Proprietary software can never be truly trusted. You are always at their whims.
Unreal is completely open source, you can compile it yourself.
It is source available, under the terms Epic licenses to you. Not Open Source
When did the term “open source” start including specifics about licensing terms? My understanding from the past few decades was that “open source” meant the source was available for people to look at and compile.
Open source has always meant under a free license. Being able to fork and publish your own versions is integral to the open source philosophy.
No, that is an enumerated freedom of the free software movement, not open source
The same article also talks about the difference between open source and source available:
Under that strict definition, software under the GNU GPL would not be “open source” because the license stays with the code, and is not truly “for any purpose,” which is the same deal with the Epic license: you may use, study, change, and distribute the Unreal source code, but it stays under Epic’s license.
If you are talking about the FREEDOM to fork and publish and share and whatever, then you mean Free software.
You are not allowed to distribute unreal source. From their FAQ:
Unreal Engine licensees are permitted to post engine code snippets (up to 30 lines) in a public forum, but only for the purpose of discussing the content of the snippet
Ideas started in the 70s, Free Software Movement happened in the 80s, the term Open Source from the 90s as an alternative to “free” to be more clear.
It always meant this.
Yes, open source.
You mean free/libre? Open source literally just means you can see the source.
https://en.m.wikipedia.org/wiki/Open_source
Let’s just call it OpenSource+ at this point ;)