Yeah, different rights for the owner feel like a hindrance in that regard.
Yeah, different rights for the owner feel like a hindrance in that regard.
Huh, I completely missed that part. Have to look at that more.
I meant by hardcoding that it loads some assets from predefined paths from the project at runtime. I’m now thinking it’s probably not a problem.
I think you’re missing the important part that I’m building a game. GDExtension is just the means to use C++/Rust/etc. instead of GDScript for game code.
Why make it copy left?
I want to give access to the code, but at the same time I want the same courtesy from anyone who uses it.
No, but Valve says this:
If your application contains third party open source code that is incompatible with the Steamworks SDK, then YOU MUST NOT DISTRIBUTE YOUR APPLICATION VIA STEAM.
https://partner.steamgames.com/doc/sdk/uploading/distributing_opensource
LGPLing the Rust code is what I’m asking about, but I’m unsure if the LGPL could touch the project in some unexpected way, like having project files hardcoded.
Maybe I’m overthinking it.
MPL is indeed my backup choice. I’d like it a bit stronger though, so I’m hoping to make LGPL work.
It would mean open source, but the requirements and coverage depend on the license and how the code is used. I made this post to be sure that LGPL doesn’t reach outside the library.
No such requirement.