|
|
|
|
|
by arcturus17
2181 days ago
|
|
How would the devs pay their bills? I don’t think games are well adapted to open source. For starters, it’d be very hard to build an adjacent business like Red Hat, and there are very significant time and capital requirements even for smallish projects. These might be the reasons why the model never caught on like it did for generalist software. |
|
Not as end products, but it's pretty insane how much is available these days as far as free engines and tooling. Both in terms of beer (UE4 is free for all but the most successful of projects) and libre (Godot, LÖVE, loads of others).
There are also tons of classic games that have been rebuilt from their assets as modern open source engines: https://en.wikipedia.org/wiki/List_of_game_engine_recreation...
And, finally, there are also a small number of pure OSS labour-of-love titles, like the incredibly ambitious 0ad: https://play0ad.com/
None of this really disputes the notion that commercial game development is not (and has never really been) well suited to open source development. But it's nonetheless interesting to look at how these things have evolved over time.