It essentially allows for special closed source builds. These closed source builds can have the engine support for consoles and still be in keeping with Sony/Microsoft/Nintendo’s licenses.
So, basically the console manufacturer gives you the SDK, integration code, etc after you sign their NDAs. After that, you can either use what they gave you to port it yourself to that console, or you can pay someone else for their build.
Hey EU. How about lowering that barrier to entry by pumping a couple of million Euro’s into cold-room reverse engineering the API’s and developing an open source alternative that can be distributed freely.
We’ll invite Sony lawyers, Microsoft lawyers, watch them cope and seethe as their framework is made more open…
…aaaand then realising that a lot more people will take the shot to pay for actual licensing. Go figure.
How does that help if there’s no engine support?
It essentially allows for special closed source builds. These closed source builds can have the engine support for consoles and still be in keeping with Sony/Microsoft/Nintendo’s licenses.
I didn’t know that. How do the developers get access to these builds? Are they sold? Or do they need to build it themselves?
So, basically the console manufacturer gives you the SDK, integration code, etc after you sign their NDAs. After that, you can either use what they gave you to port it yourself to that console, or you can pay someone else for their build.
https://docs.godotengine.org/en/3.2/tutorials/platform/consoles.html
This, right here.
Hey EU. How about lowering that barrier to entry by pumping a couple of million Euro’s into cold-room reverse engineering the API’s and developing an open source alternative that can be distributed freely.
We’ll invite Sony lawyers, Microsoft lawyers, watch them cope and seethe as their framework is made more open…
…aaaand then realising that a lot more people will take the shot to pay for actual licensing. Go figure.