| Someone else already answered with the link to the official Godot information page[0] which can be summarized as: * Godot dev team isn't a commercial entity with console development license agreements. * Even if they were, the console support couldn't be truly Open Source due to licensing & NDA agreements with the console manufacturers. * There are third parties who have ported Godot to consoles who may work with you port your own Godot game. * You could always port it yourself. Another aspect that they don't mention is that for the Godot dev team themselves to support consoles they'd essentially have to create an entire parallel development infrastructure (repo, issue tracking, CI etc etc) per console to maintain the NDA confidentially requirements. In regard to Rust, they were another example I mentioned up thread about this very situation: """ The situation is also the same for other FLOSS projects, e.g. the Rust language, where the issues tracking game console support basically say "if you have the ability to develop for (current) game consoles, you also know we can't talk about it here where others aren't under manufacturer NDA": https://github.com/rust-gamedev/wg/issues/90 https://github.com/EmbarkStudios/rust-ecosystem/issues/18 https://www.reddit.com/r/rust/comments/jtqgn4/q_feasibility_... """ So, the "something" that is "preventing opensource lowbudget projects from shipping to console" is manufacturer license agreements/NDAs that are the antithesis of & a barrier to cross-company Open Source development. :) [0] https://docs.godotengine.org/en/3.0/tutorials/platform/conso... |