this post was submitted on 10 May 2024
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Correct. Plus I think most people want to support indies, and those who would download forks, would just pirate anyway. Such fears are overblown I think which is why it was AGPL from the start. If I was still actively developing it I would keep it like this, but if MIT helps it get more traction, it might be worth it.
I don't think end users are the problem.
Anyone looking to make an easy buck can steal your source, flip some assets and sell it as their own.
That is a big vulnerability. Especially to indie Devs who potentially work on razor thin margins already.
@Lmaydev @db0 the source is typically the least important part of any game. Games with any amount of success get copied overnight by game farms; no need for code access.
Even more: if I need to copy a game, observing it is enough, I don't need to deal with the certainly messy original code that I don't understand well. Rewriting from scratch will certainly be faster than deciphering a 3rd party codebase.
The hard part is almost never the code, it's design, gameplay, graphics, theming...
@Lmaydev @db0
For games where the code _is_ the difficult part (Dwarf Fortress, etc), its probably so complicated that having the code helps nothing, unless you want an exact copy (at which point, just pirate the game).
The number of applications or games where having access to the code helps even somewhat to do anything is vanishingly small.