11

How much do you believe in the open source idea? When you are not 100% committed to the free software philosophy, then there are some interesting variants: Release the client under an open source license, but not the server. Any private servers will have to write their own server software. That software will always be behind yours feature-wise, so those who ...


10

Can open source games be published without violating the license? Yes; because open source games have been published, and Steam allows it. Simutrans is a simulation game that is offered through Steam, and advertises itself as open source. It may very well be the only open source game that has currently been published; There is actually a search filter to ...


9

Doom is divided into two components: The game engine. The game data. Of these, the source code which was released is for the game engine only, and as the readme notes, only for the Linux version, as id Software had used third-party sound code for the DOS version, which they were unable to open-source. The game data is contained in WAD files and includes ...


5

Copyright is about copying, not only distribution. Courts have ruled that even loading a program into memory is copying and subject to limitations on copyright. IANAL but I think you would probably be OK, although it is a murky situation. By requiring the other game to be present you are in essence creating a derivative work containing your code and the ...


5

tl;dr: Learning how to make an engine is often as useful to game making as learning to build your own computer and operating system from scratch. If you not an expert in the field, you probably do not want to make an engine. Make a game instead, the engine part already exists. Later on if none of the engines you have access to meet the criteria for your game ...


4

To answer your question "What permissive license is best for publishing on Steam?", the answer is: What license you chose for your work does not matter. When you release your work under a license, you still have full ownership of your work. You are not subject to your own license, because you're not licensing your work from yourself, you own it.* There's ...


3

To draw a bezier curve using OpenGL or Direct3D you need to sub-divide the bezier into line segments. If you do this with enough sub-divisions it will look like a smooth curve. Interpolation functions: vec2 Lerp(vec2 a, vec2 b, float i) { return a + (b - a) * i; } vec2 Bezier4(vec2 a, vec2 b, vec2 c, vec2 d, float i) { return Lerp(Lerp(a, b, i), ...


2

Before you publish your sourcecode, make sure you actually have all the rights to it. Be careful about any 3rd party assets you downloaded from the Unity marketplace or elsewhere which might end up in your project. You can only publish those with the explicit permission of the creator. This also applies to stuff you got for free. Is it a good idea? The ...


2

Copyright law still applies, even to open source works; in fact the GNU GPL even uses copyright law as part of its formulation, and is itself copyrighted. So being FLOSS does not give a get-out clause from copyright law, in either direction. You can still be sued for copyright (or trademark) infringement. As always with legal questions, if you want legal ...


2

A software license which prohibits people from forking and monetizing your project would not be an open source license according to the open source initiative. Also, unpublishing an open source project does not revoke the license to those people who already have a copy of it. So you could close future versions of the software (assuming you didn't incorporate ...


2

Disclaimer: I do find the other answer from Philipp to be excellent I approach this from a much different point of view. I'm going to focus on Magic The Gathering: Online (Mtgo) Mtgo is something with many (illegal) free competitors. First, it is illegal not because of the client/server, but the assets that are under copyright and the game rules itself (I ...


1

If you share an open source game poeple should be able to build it in their local dev environment. If you add installing and building isntructions and which tools you used will helpful. Also, if you used some private/secrets keys like api key etc. keep them secret don't include them project and indicate people you used this kind of apis/keys.


1

You need the doom.wad file that came with it. Alternatively, you can find total conversion mods for free various places online and then you don’t need anything. Although in that case you are looking at an entirely different game, just running on the same engine.


1

i already answered this question here: How can I open source my Unity project when I use third party assets? you cant publish your project except you exclude those paid assets out of your project.


1

if your package depends on commercial asset or packages or... it cant be a open source project. you can exclude your dependencies and after that, publish you project and give info that this project depends on these packages or dependencies but as people have to pay for those packages, so your project can not considered free or open source.


1

Yes, you can open source your own code and your own assets independently of any third party assets that your project may need or may not need. However, the whole project cannot be made open source that way, only part of it. You cannot include the third party assets that are under a restrictive license. In order to do that, I would recommend you to just ...


1

That way you are still distributing the bought assets outside an actual game and quite explictly allowing people to reuse them which will be against most of the asset's licenses. What you can instead do is find assets under a license where you can redistribute them outside a game, you can inquire with the author/owner of the assets for special permission, ...


1

I also came to that question and came to a solution to ask for publishing permission from asset owners before I publish the whole project. I asked one asset owner to publish part of their paid package (a set of icons, but I used only few of them). They allowed me to do so.


1

Copyright is only about distribution, not about use. When you obtained copyrighted content, you are free to do whatever you want with it, as long as you don't give it away to others. Also, when you obtain copyrighted content from somewhere, you aren't violating the copyright. The violation is committed by the person who distributes the content without ...


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