Exactly why building apps for the cloud is a big downside.
E.g., a Google Reader like thing:
* Google internal library dependencies * Internal storage systems like BigTable * Borg configurations * Service dependencies: group management, access control, telemetry....
Basically, the closed enclosure of a service is just too big to open source.
An app you download and install from Steam that runs on your PC... pretty straightforward. They have to remove the SteamVR library, but it's available for you to plug it in yourself.
I suspect most Google projects would be non-trivial to open source (even without legal concerns). Building software with Google's internal tools is very different than what's popular in the open source world.
It cuts both ways: Many open source tools would be difficult to use at Google, because they presume open source tools and package managers that don't have equivalents in the Google codebase.
My understanding is that it used to interact with Google Poly. But a couple of months ago it was announced that that is shutting down. (See https://news.ycombinator.com/item?id=25277615 for the HN discussion about that.)
What's the open-source, production-ready, 100%-API-compatible implementation of AWS SQS or Google BigTable?
Genuinely curious, because I've been down these roads and they're not simple.
Tilt Brush models could be shared through Google's "Poly" 3D asset library, but they're shutting that down too.
EDIT - apparently someone has already got basic multiplayer working: https://twitter.com/RendeverHealth/status/135427119807556403...
I might actually be able to use it (with these modifications) to help me with some of my other projects :)
> Don’t use the term Tilt Brush as a verb, or use it in possessive form.
Oops. That just makes me want to Tilt Brush even more.
Seeing how Google took on VR now makes me frustrated when they enter any new tech. They put so much effort in right at the beginning then backout out almost instantly but crowded the market to prevent other companies building these tools. Should have been clear for anyone back then that VR was a very long term play and didn't really become viable at all for 95% of users until stand alone headsets could be made.
There's a very passionate community around Tilt Brush.
[1] https://www.oculus.com/experiences/quest/2322529091093901/
Also, a lot of VR projects, Tilt Brush included, had price tags in part because they were built with exclusive deals with hardware manufacturers as bundled launches. It's hard to say your VR headset bundle has a value added deal of a piece of software that you then give away for free.
My very distinct impression from companies that built exclusive VR titles for new headset launches, is that the revenue guarantees involved were big enough for that to be a reason in itself to build a given title. CCP Games built four... Valkyrie was originally exclusive to Oculus Rift and Gunjack was originally exclusive to the Samsung Gear. Gunjack 2 was then exclusive to Daydream. And Sparc started as a PlayStation VR exclusive. Apart from EVE Online, CCP hasn't made any successful launched games except for VR titles... likely profitable solely because of those exclusivity deals alone.
However - I can't see anyone bothering to rewrite in Godot. It would be a huge task and Unity is very popular with a fairly liberal usage licence.
Tilt Brush is a much less obscure tool than Synfig was at the time, I assume there are lots of folks who would jump on this.