Questions :-
- To sell a C++ game library/framework/engine, does it usually have to be open-sourced?
- For a C++ template class (real template), it is quite hard not to be open-sourced, correct?
- If it is open-sourced, how to protect the copyright?
- How to enforce people to just use it, but not copy?
- ... I think it is practically very hard, because people can see the source code, and "rewrite" it.
- Does a shop like Unity's asset store make thing safer? If so, how?
Arrogant assumption :-
- The game library/framework/engine is high-quality, well-documented, and it would be marvellously sell well.
- Besides some free libraries like Bullet and Ogre, it is developed all by myself.
- The library/framework/engine is not bound to any legal obligation (e.g. the most restriction is MIT).
I have these questions after reading a news :-
- Muhagames develop a game named Thea Awakening (C#).
- The company use its own Honey Hex Framework (C#) as a library to develop the game.
- The company sell Honey Hex Framework via Unity's asset store to boost its financial position.
There are also others old examples e.g. Unity itself or Unreal, which is now open-source ... How do they protect it?
Actually, I don't plan to sell any library. I am just curious.