So, I started working on a new project, and I'm thinking of how to license it. Specifically, how to make it as copyleft as possible without making it unusable.
By unusable I mean the license blocking the game (or in a more likely case, any later project that reuses the code) from being published on platforms like Steam. I know that steamshim exists, but I'm not sure if that can be a real solution. Linking against the SDK seems completely optional in Steam's case, but license compatibility is listed as a hard requirement regardless.
The game code consists entirely of a GDExtension written in Rust, so I think I can just neatly LGPL the GDExtension "library" without restricting the game executable itself. It sounds like it should work, but there are some things that I'm not sure of, like hardcoded references to assets.
I really don't enjoy thinking licenses so I usually slap on either GPL or something permissive and be done with it. Anyone notice any holes in my plan, or am I good to go?
I know I can use my own code however I please, but it gets more difficult once there are multiple people involved; I've had one person express vague interest so far.
You can "dual license" your code, proprietary and whatever strong copyleft you prefer. For users, it means copyleft, and for steam it means your code is compatible.
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.
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.
Afaik, LGPL means that the library has to remain dynamically linked. That's it. No static linking is allowed and no embedding (i.e. hardcoding) is allowed unless also the outer project is also in a LGPL-compatible license.
So, no, they wouldn't be legally allowed to steal your source by hardcoding it, if that's what you are worried about.
The issue is with code and resources that cannot be dynamically linked. I called them "glue code", that's the stuff developers need, in order to use your library. That is not directly your library, but you will be shipping it with your library, most likely. You will need a different license for those resources, maybe MIT or even a public domain license such as CC0.
EDIT: I noticed you mentioned Steamworks SDK in another comment. I know Steam provides an optional DRM solution which wraps games in their own proprietary system. That might be forbidden by LGPL, I'm not sure. But linking an LGPL library to the same game that links to the proprietary Steamworks SDK shouldn't be a problem, as long as the linking is dynamic and not static.
Why make it copy left? I thought Godot's spirit was being a usable engine you can use to implement your game and sell it, too. How does a copy left extension make anyone's life easier?
Godot's MIT license certainly let's you redistribute the engine as part of your proprietary game. However, it equally lets others redistribute their games under the same open source license, or even a copyleft license. So it's spirit seems equally business, hobbyists or free software moralist.
Copyleft helps me by making sure my code can't be included in a proprietary software. My code is there to be copied but if you make changes and redistrubte them then I get access to those changes. Maybe I use them in my software, thus improving it.
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.