• 79 Posts
  • 200 Comments
Joined 1 year ago
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Cake day: June 7th, 2023

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  • Seems to me that anything beyond the actual hosting and serving of the video file is unnecessary to include by default in a federated video streaming solution…

    You are basically saying “Other than the most expensive and complicated parts” the rest is easy or unnecessary. Which isn’t necessarily accurate but still is being a bit dismissive of the problems at hand.

    And one of the biggest criticisms of Peertube (aside from the dearth of content, which helpfully avoids the “expensive/complicated” parts) has been Discoverability. How do people watch your videos (or your playlist) if they don’t have a way of knowing that your videos even exist?



  • Also, you can distribute your version, of course you can.

    Are you sure?

    You may Distribute Engine Code (including as modified by you) in Source Code or object code to a third party who is separately licensed by us to use the same version of the Engine Code that you are Distributing.

    Any public Distribution of Engine Tools (e.g., intended generally for third parties who are separately licensed by us to use the Engine Code) must take place through a marketplace operated by Epic such as the Unreal Engine Marketplace (e.g., for Distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for Distributing Source Code).

    So, you can only distribute source to people who are specifically licensed by Epic to use the source. That sure doesn’t sound anything like “open source” to me.


  • you can’t use most open source code “however you like” either

    Alright, sure my language was overly broad. “The licensing is restrictive in a way which makes it clearly not open source.” would have been a better choice.

    …the main restriction with unreal engine is that you can’t mix it with copyleft licenses and you can’t use it commercially.

    So, it’s not open source.

    …but you can do what most people want to do, modify, extend, fix, learn. that’s the most relevant thing for what we are talking about here

    That still doesn’t make it open source, mainly because you are missing one of biggest aspects, distribution.






  • Long are the days that devs would need to write their own tools and even engines to put the game running. Some (like Naughty Dog) would even hack the hardware in order to bypass limitations of it.

    Re-using engines has been around for basically as long as game development has existed. This idea of some mythical age when game development was more “pure” is a fantasy. What has changed is that expectations on AAA titles has grown to the point where it’s extremely difficult to roll your own engine if you are committed to many, many years of work.

    Not to mention, it certainly doesn’t guarantee that the engine performs well. Look at Starfield or Baldur’s Gate 3. Both have noticeable issues with performance, and both are built on in-house engines by their respective studios.