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Since other commenter had concerns about the PS4/PS5/other consoles wgpu being proprietary due to SDK restrictions (and consequently, Bevy PS4/PS5/other consoles port being proprietary), I will ask: does this mean that Bevy for consoles will cost money? (apart from the console SDK cost). Will Bevy for consoles be source available, as in, developed exactly like current Bevy but under a non-open source license?

Or actually: is it feasible to license console-specific Bevy code as MIT/Apache and have the only proprietary bits be the console SDK? (This means having Bevy, an open source project, call a console SDK in the open - is that allowed?)

For me those are my main concerns regarding Bevy.



We will need to restrict access to console backends to comply with console developer contracts. We would only be able to give our code to other people who have been approved to look at the "proprietary console code".

That being said, there isn't a requirement to charge for the code. Kha (another open source project much like wgpu) offers free console support. You just need to reach out to them and request access. I would like to follow their model if I can. But it all really depends on who does the work and the terms they decide to release it under.




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