Hi everyone,
I’m developing a bunch of libraries and software as I've found th big three(Unreal, Unity, and Godot) to have technical limitations or licensing restrictions that I don't like, and I want to open up my own to the greater game dev community, but I need advice on crafting a license that balances open-source principles with flexibility for proprietary use. My requirements are as follows:
- Modification Contributions: Similar to the AGPL, any changes, wrappers, or functionality extensions must be contributed back to the project under the same license.
- Linking Exception: Purely using the library as a dependency (statically or dynamically linking) without altering it should not impose the AGPL’s terms on the larger project. This is important for cases like game engines linking to the library.
- Dual Licensing for Proprietary Use: I’m open to dual licensing:
- Free use under the AGPL-like terms.
- Paid proprietary licenses for companies making over a certain revenue threshold, allowing them to keep their projects proprietary(Thinking something like a small percentage revenue share if a company make a lot of money, say over X amount annually, with projects developed with the software to force them to give back in some way if they want to remain closed source).
- Development Guardrails: Proprietary users should not:
- Patent features they add to the library and block me from integrating similar functionality.
- Impede my ability to evolve the library.
- Specific Case – Game Engines: Games built using an engine that incorporates my library shouldn’t inherit the AGPL solely due to static or dynamic linking.
I like how Qt handles dual licensing, but I’d appreciate guidance on how to adapt or create a license that meets these needs. If anyone has experience with similar licensing challenges or suggestions for existing frameworks to use as a base, I’d love to hear your thoughts!
Thanks in advance!