[HN Gopher] Defold: cross-platform game engine
       ___________________________________________________________________
        
       Defold: cross-platform game engine
        
       Author : xd
       Score  : 316 points
       Date   : 2025-04-18 08:15 UTC (14 hours ago)
        
 (HTM) web link (defold.com)
 (TXT) w3m dump (defold.com)
        
       | sylware wrote:
       | Hopefully their build scripts are sane for native elf/linux
       | support:
       | 
       | * -static-libgcc (-static-libstdc++ if c++).
       | 
       | * glibc ABI selection, see binutils documentation, VERSION
       | related page, the second part of this page. This must include the
       | glibc internal symbols. It easy to check the proper ABI with
       | tools like readelf (the VERSION name part), which will tell you
       | everything.
       | 
       | * dynamic loading with fallbacks of all system interface shared
       | libs.
       | 
       | That said, it is exactly the same for the other OSes, this is all
       | about abstraction via tables of functions.
        
       | landsman wrote:
       | Scripting in Lua sounds good.
        
         | jbverschoor wrote:
         | For small scripts. Lua is a huge minefield
        
           | noodletheworld wrote:
           | That seems kind of unfair.
           | 
           | There are things that aren't great about lua, and I'm not
           | going to pretend they're not. buuuut...
           | 
           | - It's really perfectly ok if you use competently.
           | 
           | - There are large complex systems and games built using it
           | (eg. factorio) that show that scaling it _is_ both pragmatic
           | and possible.
           | 
           | - It has a big active community.
           | 
           | When you compare it some other scripting solutions (boo,
           | unityscript) that were just incompetently done, or
           | mystifyingly deciding that writing your own language is the
           | solution (jai, gdscript), I feel you have to admit it's a
           | reasonably pragmatic choice.
           | 
           | There aren't a lot of other languages that embed as a
           | scripting layer the same way that lua does, with the same
           | performance.
           | 
           | Many candidates are either very hard to work with embedded
           | (python) or simply lack any feasible way to possible embed
           | them as a runtime scripting layer (go, zig, c, etc).
           | 
           | Maybe there's a future for WASM scripting layers in games,
           | but for now, I certainly haven't seen it done well.
           | 
           | I can confidently say: Lua, the language, is not a minefield.
           | Not to me. Not to you. Not to anyone.
           | 
           | Some projects expose a lua scripting API that _is_ a
           | minefield; ...but those two things are not the same thing,
           | and by all accounts (I haven 't used it personally, but just
           | idly reading the forums) the defold scripting layer seems
           | fine to most people.
        
             | chickensong wrote:
             | FWIW, Factorio is primarily C++, with Lua for mods and map
             | editor.
        
           | britzl wrote:
           | https://blog.luden.io/what-do-i-think-about-lua-after-
           | shippi...
        
       | zenkey wrote:
       | After spending time with Cursor/Junie/Copilot etc., game engines
       | are starting to feel slow and behind the curve. I'd love to see
       | faster adoption and deeper LLM integration (as native features,
       | not just some random third-party plugins). Whoever builds the
       | first "Cursor for games" is going to disrupt the market.
        
         | cheschire wrote:
         | If Unity ever wanted to regain market cap, now's the time. The
         | solution seems obvious from my armchair.
        
           | blensor wrote:
           | I am rooting for Godot here because it has a human readable
           | scene file format.
           | 
           | So when you have an AI agent modifying your project you can
           | actually understand what it did, vs. the unity yaml based
           | format that is mostly unreadable.
        
           | KronisLV wrote:
           | The JetBrains Rider IDE also works pretty well with Unity.
           | 
           | Wonder if their Junie tool will support C# soon, the current
           | features for other languages are already cool:
           | https://www.jetbrains.com/junie/
           | 
           | (I got access to it cause I have the all products pack,
           | pretty good so far)
        
           | LarsDu88 wrote:
           | The problem with Unity is not their marketshare of game
           | developers (which they have in spades), but rather their
           | market share of ads which they completely missed out on.
           | 
           | Game developers don't bring nearly as much revenue as ad
           | serving, which is a sad commentary on the reality of software
           | development and the state of of the games industry.
        
         | floydnoel wrote:
         | of course that exists, it was posted on this site even! i
         | wouldn't be surprised if there are several by now. check out
         | Rosebud.ai
         | 
         | https://news.ycombinator.com/item?id=38868185
        
         | croes wrote:
         | The market for bad games?
         | 
         | It's not the brush that makes the artist.
        
       | evv wrote:
       | They have gone with an interesting licensing solution here. I
       | really appreciate that it is labeled as a source-available
       | license instead of Open Source.
       | 
       | https://defold.com/license/
       | 
       | You can make proprietary changes to the engine without releasing
       | them (unlike GPL). You can freely monetize games built with the
       | engine, and they make some assurances that there won't be a bait-
       | and-switch.
       | 
       | And finally, the reason why this is not Apache 2.0- you cannot
       | monetize (forks of) the game engine itself.
       | 
       | This seems fair and carefully considered. Kudos to the team!
        
         | Tepix wrote:
         | I agree that the license looks fair. Not everything has to be
         | OSI-compliant open source. They even support WASM!
        
         | echelon wrote:
         | This is an awesome license. More products should be source-
         | available like this.
         | 
         | This is what sustainable "equitable open source" looks like. It
         | keeps the team that built the product able to monetize, but it
         | does so without harming or killing the community. The community
         | has full access to the code and can modify it, make money from
         | products made with it, and can presumably take over if the
         | originating organization dies.
         | 
         | The company can choose which services to offer for free and
         | which ones to charge a premium for. Cloud CI/builds and hosting
         | seem like good monetization levers while leaving the engine and
         | editor completely free of charge and open for development and
         | modification. You can build a sustainable lifestyle business
         | this way.
         | 
         | Database vendors should use licenses like this to prevent
         | Amazon from stealing their work and bleeding their cash flow.
         | 
         | Redis and Elasticsearch should have done this before Amazon
         | cloned their products, started making bank on managed versions,
         | killed their monetization efforts, and turned their communities
         | against them.
         | 
         | Matt Mullenweg should have done this instead of throwing a fit.
        
           | Shorel wrote:
           | People don't have such hindsight. And we can't ask them to
           | have it, as it is impossible to predict the future with such
           | accuracy.
           | 
           | Without RMS swinging hard one way and without Amazon swinging
           | hard the other way, we would not have this license.
           | 
           | It is because all of these shenanigans that we now kind of
           | have a license that solves these issues, and surely when the
           | landscape changes again, a new license scheme will be needed.
        
           | ilariel wrote:
           | At least they mention that it is source-available, but they
           | still mix "open source" into the mix on their site.
           | 
           | It is a really nice and fair source-available license and
           | there should be more of this, but a license like theirs also
           | restricts what kind of software you can make in a rather
           | harsh way.
           | 
           | Since you can't commercialise game engine products and they
           | are defined in a broad way. You could land in legal issues.
           | Game engine products are defined in the license as:
           | 
           | "Game Engine Product" shall mean software used for video game
           | development. This includes both the content authoring
           | software and the software used to show the created content.
           | 
           | IANAL, but map editors, modding tools and many other kind of
           | tools that can be used for developing video games could be in
           | violation of the license.
           | 
           | Since meaning of "commercialise" isn't being defined or
           | narrowed in the license small creators using Patreon or the
           | like while asking donations could be classified as a
           | violation too.
        
             | bee_rider wrote:
             | It could be nice if they had some sort of easy approval
             | process for small Patreon users to commercialize the
             | building of tools for their platform.
        
             | PolCPP wrote:
             | The only options i see are:
             | 
             | - Give the modding tools for free with the game (like many
             | games do anyway). You're commercializing the game no the
             | modding tools - Make the tools defold-free ? So it reads
             | the game data but its not defold. - Tools for free but
             | charge for support/warranty?, Clause 9 lets you sell
             | support/warranty; you just can't charge for the software
             | license itself.
        
           | graemep wrote:
           | > Matt Mullenweg should have done this instead of throwing a
           | fit
           | 
           | Not a choice he had. You cannot relicense GPL code line that.
           | He would have had to write a new system from scratch instead
           | of forking an existing one.
        
             | saghm wrote:
             | I thought that copyright holders could relicense code
             | however they wanted? I don't think GPL or not is the issue,
             | but whether or not all third-party contributors have
             | assigned the copyright of their contributions to the party
             | trying to relicense. My understanding is that this is often
             | difficult or even impossible in practice to obtain after
             | the fact codebases with large numbers of contributors over
             | the years if signing something ahead of time wasnt't a
             | requirement previously, and I don't have any insight into
             | whether Wordpress is in this situation or not, but I don't
             | think whether the code is GPL or not is relevant to this
        
         | poulpy123 wrote:
         | I like the licence, and it is for me open source in spirit if
         | not in letter, but there is a case that could cause problems :
         | what if you sell services for a closed source version of defold
         | ?
        
           | frankvdwaal wrote:
           | You'd first have to make proprietary changes, which you are
           | not allowed to release, and so there's nobody to sell those
           | services to.
        
             | RandallBrown wrote:
             | > You are free to distribute original or modified
             | (derivative) versions of Defold
             | 
             | You just don't have to release the code if you do change
             | it.
             | 
             | Although I'm unsure if selling services on your modified
             | game engine, that you released the source of, counts as
             | commercialization.
        
         | executesorder66 wrote:
         | > You can make proprietary changes to the engine without
         | releasing them (unlike GPL).
         | 
         | Why is that a good thing?
         | 
         | >You can freely monetize games built with the engine,
         | 
         | You'd also be able to do the same if it had a GPL license
         | 
         | >and they make some assurances that there won't be a bait-and-
         | switch.
         | 
         | If it was licensed under a GPL license you wouldn't need to
         | rely on "some assurances"
        
           | Ethee wrote:
           | Consider the space we're in. For game development you're
           | going to have a lot of developers with a lot of different
           | ideas about how to make a game, all utilizing the same
           | engine. If the engine doesn't come with a feature I need,
           | I'll probably have to code it myself, but seeing as the whole
           | purpose of me making this feature is for my game, then it
           | makes sense that I should be able to keep my game's feature
           | private/proprietary without the need to push that feature
           | back to engine which might not even want my feature to begin
           | with. This is why GPL is not a good choice for game engines.
        
             | Arelius wrote:
             | More importantly, a successful game is likely to need
             | porting to proprietary platforms, with APIs behind
             | restrictive NDAs.
             | 
             | Honestly, not great, but that's the world we live in.
        
           | all2 wrote:
           | >> You can make proprietary changes to the engine without
           | releasing them (unlike GPL). > Why is that a good thing?
           | 
           | Game dev at the top tiers is an arms race. Being able to do
           | proprietary things is attractive to big players.
           | 
           | >> and they make some assurances that there won't be a bait-
           | and-switch.
           | 
           | > If it was licensed under a GPL license you wouldn't need to
           | rely on "some assurances"
           | 
           | Multiple projects have gone closed-source from open source.
           | Assurances are a nice thing to have (but certainly no
           | guarantee).
        
             | executesorder66 wrote:
             | > Game dev at the top tiers is an arms race. Being able to
             | do proprietary things is attractive to big players.
             | 
             | Yeah, so I don't see how helping out the big players and
             | not everyone else is a good thing.
             | 
             | >Multiple projects have gone closed-source from open
             | source. Assurances are a nice thing to have (but certainly
             | no guarantee).
             | 
             | Yeah but the open source ones ARE guaranteed. Even if they
             | later become closed source, the code up till that point
             | will remain open source forever. So it is guaranteed
             | whereas "some assurances" mean nothing.
        
               | all2 wrote:
               | > Yeah, so I don't see how helping out the big players
               | and not everyone else is a good thing.
               | 
               | If you want your stuff to be private, you have a legal
               | option.
               | 
               | > Yeah but the open source ones ARE guaranteed. Even if
               | they later become closed source, the code up till that
               | point will remain open source forever. So it is
               | guaranteed whereas "some assurances" mean nothing.
               | 
               | I guess? Is that not the case here as well?
        
       | progbits wrote:
       | Major props to them for not only calling it "source available"
       | (and not trying to misuse "open source" like so many do), but
       | also for highlighting the additions to their Apache-based
       | license: https://defold.com/license/
        
         | progbits wrote:
         | IANAL but seems like the only addition is preventing you from
         | selling a game engine based on it. So you can sell a game, but
         | not an engine. I wonder where a game with built-in editor
         | ranks.
         | 
         | Seems fair, but sadly not OSS. I wonder why they think it's
         | necessary?
        
           | auggierose wrote:
           | Because they don't want somebody else to sell their game
           | engine? It's pretty clear, isn't it?
        
             | rowls66 wrote:
             | Why would anyone buy their game engine when it is available
             | for free? Seems like a solution for a problem that
             | doesn't/won't exist.
        
               | Wowfunhappy wrote:
               | This was my question to. I suspect they're worried about
               | someone making a paid version with extra features which
               | aren't contributed back to the community.
               | 
               | For a moment, I was thinking Defold ought to dual-license
               | their engine under both the current non-OSS modified
               | Apache and the GPL. That way, you'd have the option to
               | either:
               | 
               | 1. Commercialise software created using modified versions
               | of Defold, without releasing the source of your modified
               | version, as long as you don't commercialize your modified
               | version of Defold itself.
               | 
               | 2. Commercialise a modified version of Defold, but you
               | must make the source available under the GPL. (Which
               | would mean that source could be used by the upstream
               | project as well.)
               | 
               | But while typing this up, I noticed the flaw in this plan
               | --the parenthetical isn't true! _Because_ the upstream
               | project would be dual licensed, they couldn 't use GPL
               | licensed code.
        
               | Zacru wrote:
               | >dual-license the engine under both their current non-OSS
               | modified Apache and the GPL.
               | 
               | Of course if they do, I hope they will say " _either_
               | modified Apache _or_ the GPL ".
               | 
               | My company's lawyers made a big stink about us using
               | jQuery plugins that said "and" instead of "or".
        
               | neallindsay wrote:
               | If they didn't prevent selling derivative game engines,
               | someone could fork it and add a valuable feature that was
               | only available in the paid fork. This could split the
               | community.
        
               | seba_dos1 wrote:
               | Yeah, just look at how fractured the Godot community is.
               | 
               | (it's not)
        
               | sarchertech wrote:
               | That's because the user base isn't big enough yet for
               | Amazon to make a paid version. Or no one at Amazon has
               | figured out a way to monetize a game engine yet.
               | 
               | If they do, look out.
        
               | seba_dos1 wrote:
               | Godot's user base is already bigger than Amazon
               | Lumberyard's (now O3DE).
               | 
               | Unlike Defold, both Godot and O3DE are actually free.
        
               | sarchertech wrote:
               | You can't really look at overall user base, you have to
               | look at the number of users making enough money off of
               | Godot that they're willing to pay for commercial
               | features.
               | 
               | That number is vastly smaller.
               | 
               | If Godot games were making anywhere near the revenue that
               | Untity games do, I'm willing to bet they'd there would be
               | an Amazon fork.
        
               | seba_dos1 wrote:
               | It's you who brought user base size in.
               | 
               | (and it's still bigger for Godot)
        
               | Karliss wrote:
               | The modified engine someone else is selling could have a
               | potentially important extra features.
               | 
               | For example a company might try to sell a version of
               | engine which has been ported to a console which original
               | engine doesn't support. Game porting companies are very
               | common and if it's their main business then they will
               | usually have inhouse libraries or modified engine
               | versions which significantly simplify the porting
               | process.
               | 
               | That's exactly what's happening with open source game
               | engines like Godot. Their documentation lists almost a
               | dozen companies providing porting service for godot
               | games. That isn't necessarily a bad thing, but it's up to
               | author of game engine whether they want to allow others
               | to profit from their work in such way.
               | 
               | Seems like currently Defold supported platforms cover
               | most of the popular consoles, it was probably not the
               | case during early development of engine when license was
               | chosen or in a few years when next generation of consoles
               | come out. Someone might also be selling a better console
               | support than what defold provides out of the box. Beside
               | the consoles there is also stuff like integration with
               | various PC stores like GOG,Epic and others. Its not
               | necessarily a huge work, but plenty of smaller devs want
               | to focus only on the gameplay aspects. So once a game is
               | finished (and you are tired from development process),
               | buying anything which significantly reduces
               | porting/integration effort can be an easy choice.
               | 
               | One more example of major feature which can require tight
               | engine integration and motivate buying a modified version
               | of "free engine" is multiplayer support. Good multiplayer
               | support can be quite tricky with some game genres being
               | harder than others. There have been many attempts at
               | providing magic multiplayer solutions which under the
               | hood automatically synchronizes all game entities without
               | developer thinking about it. Such approach isn't
               | necessarily going to be as good playing experience as
               | designing the game with multiplayer support in mind from
               | day 0, carefully thinking how the game state is
               | organized, what when and how is synchronized. But that
               | requires planning ahead, technical expertise and suitable
               | budget. Commercial multiplayer middleware for existing
               | engines are also not uncommon.
               | 
               | Whether something like that is considered an addon or
               | modified engine version depends on exact licensing terms
               | and the exact implementation details how game engine and
               | addon code is organized.
               | 
               | A slightly different example - game engine built on top
               | of game engine is RPG maker. For a long time RPGMaker has
               | been it's own game engine. But few years ago developers
               | of RPGMaker made a version of RPGMaker which is built on
               | top of Unity. Plenty of other genre specific engines
               | (especially for fighting games) built on top of general
               | purpose game engines. Again the line between modified
               | engine, addon and game with builtin editor is tricky.
        
               | nazgulsenpai wrote:
               | RPG in a Box[0] is the first example that sprang to mind
               | when I read these comments. It transforms Godot into a
               | more generalized "game maker" but could arguably be
               | considered selling the engine.
               | 
               | [0]https://rpginabox.com/
               | 
               | Edit: clarity
        
               | dahart wrote:
               | Why do you assume the problem won't exist, when this
               | exact thing happens all the time? Just to name a tiny
               | handful of obvious examples: Oracle, Canonical, GitHub,
               | RedHat, DataStax. Not only could someone add enhancements
               | that justify the price, like several other comments have
               | pointed out here, they could also simply offer support
               | that Defold doesn't offer, and they could do marketing
               | that Defold doesn't do. The number of paid products that
               | are equivalent to and/or based on free products is
               | innumerable.
               | 
               | There's no reason to assume that a paid fork would reduce
               | the number of free Defold users; it can happen, but
               | depends on what is built and offered, and sometimes paid
               | forks are good for the ecosystem and increase the number
               | of overall users.
        
             | Zambyte wrote:
             | That doesn't answer the question of why.
        
               | sbarre wrote:
               | I feel like the answer to "why" is on the website if you
               | read about the foundation's objectives:
               | 
               | https://defold.com/foundation/
        
               | nazgulsenpai wrote:
               | >=Support the open source community and the use of open
               | licenses.
               | 
               | Tbh I'm a little more confused after reading this
        
               | seba_dos1 wrote:
               | They called Defold "open source" at the beginning and
               | only changed the wording later when people started
               | reacting, so this could be an artifact left from that.
        
               | britzl wrote:
               | The main repository (github.com/defold/defold) is the
               | only one with the Defold License (ie the modified Apache
               | license). There's also around 80 or so MIT licensed
               | repositories with Defold engine plugins for things such
               | as analytics, monetization, ads, attribution, game
               | servers as well as tools such as Spine, Tiled, Rive etc.
        
               | Zambyte wrote:
               | > Prevent the Defold software from being commercialised
               | by a third-party.
               | 
               | Why?
        
               | dahart wrote:
               | Yes it does, it's one of their stated goals: "Prevent the
               | Defold software from being commercialised by a third-
               | party."
        
               | Zambyte wrote:
               | Dare I ask why?
        
           | riidom wrote:
           | I don't know what they think, but I think it is not
           | necessary. Let's draw a comparison to Blender here. Blender
           | is GPL, and there is a long history of questionable projects
           | that relabel Blender and try to sell it.
           | 
           | There is the requirement to make the source code available
           | (GPL), as far as I am informed, you can sort of get around
           | this, by delivering the source code with the download, but
           | then "don't advertise" it, as in hide it as much as possible
           | without getting in legal trouble.
           | 
           | (My information may be a bit outdated here) Afaik, the
           | Blender Foundation doesn't even bother to shut these projects
           | down (they do get frequently informed about it, when people
           | discover it).
           | 
           | And this even given the fact, that they would be easy to shut
           | down. The reason for this, is used media in advertising. If
           | you want to sell your 3D package, you need to show some
           | impressive artwork which was created with said project.
           | 
           | Problem is, the images/animations these projects show off on
           | their websites are a) not created with said Blender reskin,
           | but usually in Blender itself and b) they usually don't have
           | permission from the artists.
           | 
           | So even having this quite comfortable handle, BF usually
           | don't care. Which tells a lot about the impact of such
           | copycats.
           | 
           | My takeaway from all this is, the situation would pan out
           | pretty similar for Defold, and they should just dare it and
           | monitor the landscape.
        
             | palunon wrote:
             | Wouldn't the artists be the ones to have standing, instead
             | of the Blender Foundation?
        
           | Tepix wrote:
           | > Seems fair, but sadly not OSS.
           | 
           | Which of their license changes makes you feel sad and why?
           | Were you planning to sell their editor?
        
             | rpdillon wrote:
             | The current license makes it unclear whether it would be a
             | violation to distribute a commercial game that has a built-
             | in map editor.
        
               | bee_rider wrote:
               | For an unusual license, it is sort of impressive that
               | this is the only issue folks can come up with in this
               | thread.
               | 
               | It does seem like a bit of problem, but it also seems
               | like a very specific thing that could be... cleared up,
               | and then it would be all sorted.
        
               | sarchertech wrote:
               | It's not an actual problem. Games don't ship with the
               | editing tools from the engine because engine editing
               | tools aren't suitable for that purpose.
               | 
               | That would be like shipping photoshop with your game to
               | allow people to customize their character's hair color.
        
               | Philpax wrote:
               | Plenty of games have, with the most famous example being
               | Valve's games, which (eventually) ship the same tools
               | Valve uses for game creation.
        
               | Tepix wrote:
               | You have have to write your own map editor if you want to
               | sell it, yes.
        
               | sarchertech wrote:
               | You wouldn't ship your game with built in editing tools
               | from the engine. Those editing tools are not restrictive
               | enough to just hand out to the general player base.
               | They're too powerful and too hard to use.
        
               | Zambyte wrote:
               | Maybe they would (different games foster different
               | cultures). Maybe they'd use it as a starting point and
               | derive something more friendly.
        
           | echelon wrote:
           | There are a lot of reasons to go "source available", such as
           | preventing hyperscalers or enterprises from lifting your
           | product.
           | 
           | Here's some commentary I made in another thread on this post:
           | 
           | https://news.ycombinator.com/item?id=43728095
        
             | Zambyte wrote:
             | What product? They aren't selling anything. Like at all.
        
               | echelon wrote:
               | This looks similar to the classic "enterprise support"
               | and "distribution" lifestyle business play, which is
               | incredibly sustainable and benefits both the software
               | community as well as the maintainers. From their website:
               | 
               | Support [1] page:
               | 
               | > Please contact us at business@defold.se for more
               | information on how we can help you publish great games
               | made with Defold.
               | 
               | About [2] page:
               | 
               | > Product development, marketing, support and sales -
               | Refold AB is owned by members of the Defold team and is
               | contracted to perform most of the day to day work on the
               | Defold product.
               | 
               | Open [3] page:
               | 
               | > Q: Is there still going to be a roadmap for Defold?
               | 
               | > A: The Defold Foundation has decided to no longer share
               | a public roadmap at the beginning of each year.
               | 
               | Status [4] page:
               | 
               | > Defold will never change into a subscription model,
               | request royalty payments, introduce licensing fees or in
               | other ways charge for access to the _main_ (emphasis
               | added) product.
               | 
               | FAQ [5] page:
               | 
               | > Q: What kind of user tracking are you doing?
               | 
               | > A: We log anonymous usage data from our websites and
               | the Defold editor in order to improve our services and
               | product.
               | 
               | They're using a lot of SaaS typical for startup/business
               | growth. Their forums are Discourse [6], they're running a
               | bunch of analytics, SendInBlue for campaigns, etc. That
               | in and of itself doesn't imply anything, but they do seem
               | to be very mindful of their community's health and
               | growth.
               | 
               | There are some very dedicated people at the wheel. It
               | looks like they've carved out enough leeway for
               | commercial and support offerings to sustain themselves
               | and keep others from stealing it like Amazon and others
               | have done to other open source projects in the past, all
               | the while building a cool community-powered open game
               | engine.
               | 
               | [1] https://defold.com/support/
               | 
               | [2] https://defold.com/about/
               | 
               | [3] https://defold.com/open/
               | 
               | [4] https://defold.com/status/
               | 
               | [5] https://defold.com/faq/faq/
               | 
               | [6] https://forum.defold.com/ ; Discourse is $100/mo or
               | more for custom domains
        
           | chucklenorris wrote:
           | I remember this was initially developed at king games
           | (candycrush saga authors) before they got acquired. Probably
           | that's the reason for the weird licensing model
        
             | britzl wrote:
             | Yes, you are correct. An MIT license was preferred by the
             | Defold team but the modified Apache license was what was
             | decided upon in the end.
        
           | japhib wrote:
           | > I wonder where a game with built-in editor ranks
           | 
           | The website-summarized version of the license says:
           | 
           | > You can not commercialise original or modified (derivative)
           | versions of the Defold editor and/or engine
           | 
           | It sounds like this would only be a problem if you're
           | literally shipping a modified version of Defold. No game with
           | any kind of financial incentive does this for a built-in map
           | or mod editor, because it would make it incredibly easy for
           | other people to then sell a modified version of their entire
           | game.
           | 
           | It's kind of like if Apple made the Xcode source available,
           | and then said "hey you can't monetize a modified version of
           | Xcode." No one is going to ship their app's entire Xcode
           | project to players just so the players can make a custom map.
           | 
           | The normal way for games to do this is to implement a brand-
           | new map-editing UI _inside_ Defold (or Xcode, Unity, Godot,
           | etc.) that spits out custom maps in the exact data format
           | that the game can parse.
        
         | seba_dos1 wrote:
         | > (and not trying to misuse "open source" like so many do)
         | 
         | They only stopped because of the backlash they received when
         | they tried to. Their initial announcement was about "Defold
         | becoming open source".
        
           | britzl wrote:
           | The Defold Foundation immediately stopped calling Defold
           | open-source when it was pointed out that the license was in
           | conflict with the OSI definition.
           | 
           | https://defold.com/2020/05/20/Some-thoughts-on-the-open-
           | sour...
        
       | nunodonato wrote:
       | I'd love to see a more in-depth comparison in terms of features
       | with Godot. Seems the latter is much more advanced, at least in
       | 3d capabitilies.
        
         | vunderba wrote:
         | Defold isn't really intended for 3D games at all. It's got a
         | much stronger focus on 2D mobile/web.
        
           | britzl wrote:
           | Not entirely true, but sure, there are fewer bells and
           | whistles in Defold compares to Unity, Unreal and Godot when
           | it comes to 3D.
           | 
           | Here's a recently released 3D game made with Defold:
           | https://forum.defold.com/t/cashchubbies-island/78183/22
        
       | magicalhippo wrote:
       | Related ongoing submission here[1], about a game with 60k LOC of
       | Lua using this engine.
       | 
       | [1]: https://news.ycombinator.com/item?id=43723088
        
       | Ralfp wrote:
       | I've used to follow this few years ago. This is a game engine
       | created by King that they then set free after deinvesting from it
       | themselves.
        
       | LichenStone wrote:
       | How does this compare to something like Godot?
        
         | popcar2 wrote:
         | It's less featured and has limited 3D support, but Defold is
         | great for making smaller games aimed at the web or mobile. It
         | has a much smaller binary size and it's generally more stable,
         | especially in terms of physics. If you take a look at the
         | showcase it's mostly webgames and a few smaller indies.
        
           | martinbaun wrote:
           | Thank you, I started Godot recently and I'll take a look at
           | Defold as this is the exact thing I am doing - and Godot
           | seems a little unstable with the APIs. Every tutorial I find
           | is for Godot 3, and Godot 4 seems quite changed.
        
             | barotalomey wrote:
             | google "godot 4 tutorial", not "godot tutorial"
        
             | nkrisc wrote:
             | The version 3 to 4 transition was used to make breaking
             | improvements to many things. The API is intended to remain
             | stable within major versions. The docs also cover the major
             | API changes from 3 to 4 and comprehensive docs exists for
             | both version and you can still use Godot 3 if you want to.
        
       | vlovich123 wrote:
       | Am I correctly understanding that this is a for-profit endeavor
       | that's relying solely on donations?
        
         | jsheard wrote:
         | Looks like they offer paid support, and the console branches
         | obviously aren't public so you'd have to make a deal to access
         | those.
        
           | britzl wrote:
           | No. Wrong. Console branches are available for free if you are
           | approved by the vendor.
        
         | ksymph wrote:
         | It's also being funded by a number of corporate sponsors. As I
         | understand it, a studio or publisher will fund the development
         | of a specific feature, while general development is mostly just
         | spare time and donations.
        
           | britzl wrote:
           | No, Defold is developed by six full time and two part time
           | developers. All developers are fairly compensated. Most of
           | the work done on the engine is "general development" funded
           | by corporate partners, studios and publishers. There is quite
           | a bit of overlap between the needs of specific partners and
           | the general development roadmap.
        
       | tunaoftheland wrote:
       | I've had a soft spot for defold, partly because they're unique in
       | the gamedev space. For example, the GUI editor that is built-in
       | is done in Clojure!
       | https://github.com/defold/defold/tree/dev/editor (cljfx for the
       | GUI, I am rooting for seesaw though :))
       | 
       | From what I understand it emerged from a gamedev studio from
       | Sweden (King or something?) so there's commercial release
       | pedigree there. I believe their console platform build/release
       | tooling does cost money for game devs because the platform SDKs
       | themselves impose restrictions. But I get the impression that
       | defold as org does seem to put in earnest effort to be fair to
       | game devs with licensing, etc. like others mentioned here.
        
         | Cthulhu_ wrote:
         | If it is King, then it's got a huge (financial) backer; King is
         | one of the most profitable game publishers thanks to e.g. Candy
         | Crush that made their revenue jump from $62 million in 2011 to
         | $1.88 billion in 2013. It was bought in 2016 by Activision
         | Blizzard, which in turn was acquired by Microsoft in 2023.
         | 
         | Ah, the wiki page also mentions the Defold engine, which was
         | first developed in 2007 and acquired by King in 2013, then
         | opened to its current licensing model in 2016.
        
           | mtnygard wrote:
           | AFAIK, King spun Defold back out as a foundation.
        
             | britzl wrote:
             | Yes, this happened early in 2020. Defold has been a public
             | product longer with the Defold Foundation than with King.
             | King has not been affiliated with Defold for a very long
             | time.
        
           | croes wrote:
           | Given the addictive nature of Candy Crush it's a little bit
           | like a drug lord building a hospital.
           | 
           | Candy Crush is less deadly than drugs, but a game engine is
           | less useful than a hospital
        
         | mtnygard wrote:
         | It's cool to see this mentioned. I worked on the editor back in
         | the day. It's actually the second IDE for Defold. The original
         | one that we replaced was built on Eclipse.
         | 
         | A team of about 6 people replaced the IDE core and built a
         | dozen tools over a year.
         | 
         | It was a fun project. Not many people can say they built a
         | desktop gui with Clojure!
        
       | bentt wrote:
       | I remember when Unity first appeared and what it felt like to
       | read its materials, its pitch. It was like... whoa, this might
       | actually be something.
       | 
       | This feels similar. Sometimes you can just tell by the
       | communications and the spirit of the language that the team has
       | the goods.
       | 
       | The fact that they have such comprehensive multiplatform export
       | right now is big. One of Godot's biggest hurdles has been console
       | support.
       | 
       | My ONLY beef, from what I saw, was that it was Lua only. If it
       | was C# I would have been more excited. But at least it's not a
       | full C++ recompile like SOME engines. :)
        
         | tapoxi wrote:
         | Godot does support consoles, they just choose to move that to
         | third parties. There's community Switch support if you're a
         | registered Switch developer, and W4 Games licenses export
         | plugins.
         | 
         | One of the reasons for this is because console plugins can't be
         | developed in the open like the rest of the engine, because the
         | console SDKs are behind NDAs. It's a pretty ridiculous holdover
         | from when consoles were more specialized.
        
           | bentt wrote:
           | Yeah I really like Godot and you're right, the third parties
           | are working hard on that front. It's been a trial for them
           | though.
           | 
           | I guess the roots with King have made things easier for
           | Defold?
        
           | saejox wrote:
           | i wish people would stop mentioning W4 Games as a porting
           | option. their lowest revenue tier costs $2000 a year. most
           | indie games sell a few hundred copies.
        
             | tapoxi wrote:
             | Most indie games sell on Steam/Steam Deck first and port to
             | consoles later, usually after being picked up by an indie
             | publisher.
             | 
             | The $2000 is also to port to all three console platforms,
             | it's $800 per. This makes it feasible to say, only target
             | PlayStation with W4 and use the community Switch port.
        
             | japhib wrote:
             | You'd be hard pressed to find console support for much less
             | than that - compare it with Unity or GameMaker's console
             | support tier and you'll find it's pretty similar.
             | 
             | It can take hundreds of dev-hours to port your engine to
             | consoles yourself, so having another company handle it for
             | you, for all 3 consoles, for only $2000 is a pretty good
             | deal!
        
           | neonsunset wrote:
           | That third party is owned by Godot's leadership and
           | management. Your Godot contributions go towards their
           | pockets.
        
             | maheart wrote:
             | Here's a list of other 3rd party porters: https://docs.godo
             | tengine.org/en/stable/tutorials/platform/co... Stop
             | spreading FUD. It's FOSS. It's like saying contributing to
             | systemd lines the pockets of Red Hat.
        
         | xandrius wrote:
         | Exactly, read Lua and got out instantly.
         | 
         | Games are complicated beasts, something along the lines of C#
         | help massively the development and the avoidance of bugs.
         | 
         | Python, <X>Script and Lua are not languages I'd wish to switch
         | to from the coziness of C#. I'd consider Go or Java (although
         | not as hip as it used to be).
        
           | japhib wrote:
           | If you just want static typing, you can write Typescript and
           | compile to Lua: https://typescripttolua.github.io/
        
             | anentropic wrote:
             | The Defold site recommends:
             | 
             | > Optional typed Lua using Teal.
             | 
             | https://defold.com/product/
             | 
             | https://defold.com/assets/teal/
             | 
             | https://github.com/teal-language/tl
        
             | britzl wrote:
             | Also https://ts-defold.dev/
        
         | japhib wrote:
         | They recently added C# support:
         | https://forum.defold.com/t/defold-c-support/79479
        
           | britzl wrote:
           | C# support is still experimental and under development, but
           | it is at least ready for testing for those that are curious.
           | Note that it is C# with Native AOT so it's compilation and
           | linking involved, not "scripting and hotreload".
        
       | imzadi wrote:
       | I was curious about VR development, and after reading this, I'm
       | still not sure: https://forum.defold.com/t/official-refold-
       | stance-on-vision-...
        
       | 383toast wrote:
       | Does anyone know if Defold can be used without the UI? Eg. just
       | running it as a library or using scripting to do everything the
       | game engine UI can do.
       | 
       | Purpose is just to try to get an AI to generate code with it.
        
         | ksymph wrote:
         | In theory yes, data is just stored in json and there's a CLI
         | utility [1] for building. It's pretty awkward though.
         | 
         | [1] https://defold.com/manuals/bob/
        
           | britzl wrote:
           | No, data is stored in protobuf text format (and at runtime
           | compiled to binary protobuf files ofc).
        
       | synergy20 wrote:
       | is Teal widely used? https://github.com/teal-language/tl
       | 
       | Teal to lua is what typescript to javascript
        
         | hombre_fatal wrote:
         | No. But I've used it for Pico-8 development. I had to write a
         | tool that turned it into mygame.tl into a mygame.p8 cart on
         | save though.
        
         | japhib wrote:
         | I tried to use Teal before and had some issues even getting it
         | to compile ... but the Lua language server actually has pretty
         | good type checking.
         | 
         | Another option is https://typescripttolua.github.io/
        
         | debugnik wrote:
         | No, but Luau (which is more of a fork) from the Roblox studio
         | is seeing growing adoption. Notably, it was used for Alan Wake
         | 2.
        
       | pk-protect-ai wrote:
       | Looking into the code ... Wow ... This is not C++, it is C with
       | classes ...
       | https://github.com/defold/defold/blob/dev/engine/dlib/src/dm...
       | Any reasons to use these wrappers instead of modern C++
       | capabilities?
        
         | ksymph wrote:
         | There's a great post on that by the lead Defold dev:
         | https://defold.com/2020/05/31/The-Defold-engine-code-style/
        
         | robterrell wrote:
         | In the game industry, "C-like C++" is the norm. Games often
         | don't use modern C++ features like exceptions, RTTI, multiple
         | inheritance, etc. for very good reasons.
        
       | rockyj wrote:
       | Defold has been there for a while, not sure of why this in on the
       | front page right now. Anyways, Defold is good, the community,
       | docs etc. are on the lower side as compared to Godot.
       | 
       | The other options include MonoGame https://monogame.net/ (Stardew
       | Valley was written in it) and of-course the biggies like Unity or
       | Unreal. A lot depends on how much investment in learning one
       | wants to make, what is the feature set one is looking for, the
       | trade-offs or platforms one wants to keep in mind and which
       | programming language / style one want to use.
        
         | croes wrote:
         | Because this story about Lua made the front page and they use
         | Defold
         | 
         | https://news.ycombinator.com/item?id=43723088
        
       | vednig wrote:
       | A game engine that's opensource and supports Linux. Love it
        
         | Narishma wrote:
         | It's not open source, it's source available.
        
       | zerr wrote:
       | Related: code-oriented C++ 2D game engine - Axmol Engine. It's an
       | actively maintained Cocos2D-x fork: https://axmol.dev
        
       | aaroninsf wrote:
       | Ask-HN:
       | 
       | Context:
       | 
       | Every time a game engine like this pops up I read through the
       | comments noting other engines and various perspectives and
       | criticisms (positive and negative).
       | 
       | I have a game-like music composition project I want to pick back
       | up. Media-intensive with a rich isometric/2D environment, with
       | lots of little animations, which need to be synchronized to
       | perfectly-scheduled audio events.
       | 
       | I develop fully-feature prototypes in the past, most recently on
       | iOS for iPad before there was iPadOS... but using Core libraries
       | hit a performance wall on hardware of that era.
       | 
       | Question:
       | 
       | Who can I consult with up front to get good advice on what
       | technology path to pursue, to realize my project?
       | 
       | WebGL/Webasm would be fine. Cross-platform console targets would
       | be fine. iPadOS would be fine and best, gestures are a core part
       | of the vision.
       | 
       | ...and I have _no_ idea where and how to find my way into this.
       | 
       | I follow some GameDev feeds and naturally what I read about is
       | very capable application of engines/environments which are _quite
       | close_ to what I need, but which are (naturally) targetting
       | _game_ dev.
       | 
       | Say you wanted to sit down and make a rich visual sequencer with
       | some DAW-like features? What's the right approach?
       | 
       | It's not a traditional DAW, it's much more about a rich tiled
       | game-like UX; it's not a game, with levels, maps, and such...
       | it's got elements of both. The audio engine needs to be DAW-
       | level, but, synchronized to graphical elements and UX and
       | responsive to gesture in a way that's like game-level.
       | 
       | Any ideas welcome. I think I have a good (layperson's)
       | understanding of the overal architecture I need; but I don't know
       | how my conceptual map translates into different styles of game-
       | engine or more general media-engines.
       | 
       | My hunch is my "solodev" state which was a blocker before when I
       | had no time to quit the day job and learn eg. OpenGL for iOS, is
       | significantly ameliorated today by code assistants... _iff_ they
       | are familiar with  <the engine/platform>
       | 
       | Do Claude Code etc. know Unity dev? Engines like this one? I
       | don't know! Naive.
       | 
       | Haaaaalp
        
         | spacechild1 wrote:
         | I'm building 2D computer game environments for musical
         | performances and interactive installations. I ended up
         | developing my own little engine. The current iteration is based
         | on:
         | 
         | - SDL2 for input and window management
         | 
         | - OpenGL for rendering
         | 
         | - libpd for sound generation and processing
         | 
         | - RtAudio for audio I/O
         | 
         | - sol2 for Lua bindings
         | 
         | - Qt6 for the tile map editor
         | 
         | I'm not targeting the web, though.
         | 
         | > The audio engine needs to be DAW-level, but, synchronized to
         | graphical elements
         | 
         | Are the sounds generated from game events? In that case, time
         | synchronization between game clock and audio clock is indeed an
         | interesting problem with multiple solutions, each with their
         | own trade-offs.
         | 
         | If the game only acts as the user interface, you can treat it
         | like in a regular DAW.
        
       | Nijikokun wrote:
       | Defold is good, been around a very long time, but it's just rough
       | around the edges, once you get used to it it's pretty smooth
       | sailing though.
        
       | 2mlWQbCK wrote:
       | How does it compare to Love 2D, other than shipping with a IDE?
       | Looks like Defold supports more platforms, but I guess there are
       | some strings attached since packaging games for various consoles
       | usually come with very non-open dependencies.
       | 
       | https://love2d.org/
        
       | shmerl wrote:
       | How does it compare to Godot?
        
       | tombert wrote:
       | Noticed it wasn't on Nixpkgs, so...
       | https://github.com/NixOS/nixpkgs/pull/399843
        
       ___________________________________________________________________
       (page generated 2025-04-18 23:00 UTC)