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> My game is built on top of literally millions of man hours of development. This game would basically never have happened without a ton of proprietary software.

Sure, starting from scratch will only be realistic for few projects but there is also millions of man hours worth of non-proprietary software that you can build on. If that would have been possible for you is impossible to say without knowing the specifics, but you should not jump to the conclusion that it is impossible for everyone. VR specifically is a field where this may be more difficult than elsewhere because it's new and niche so good open source solutions have not yet settled.



Even if you go use something like godot, have fun getting it working on PS4. Due to legal requirements of working with their platform, there cannot be any open implementations that work with it. For Godot you are stuck needing to work with a contracting firm, using their proprietary engine modifications. Or figure out how to do all that work yourself once you have a relationship with Sony and have access to their SDK. And then, even when you do you will not be allowed to share that code without violating the agreement.


Sure, closed platforms suck - making you give up your freedoms to use them is kind of a given. But you can limit that to those closed platforms. With your Godot example you might not be able to distribute all your source for the PS4 version but you should still be in full control of the PC version.




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