Since you mentioned OpenMW I thought I should mention Daggerfall Unity. It’s an rewrite of Daggerfall using the Unity engine, also requiring the original files. The best thing about is that the developers have made it easily moddable and a very healthy modding community has sprung up for it, some of which really make the game feel like what the original developers were going for but had to deal with the technical limitations of the time.
The game requires Unity to run (you can say it has a proprietary dependency). So it is proprietary. Just like Google Chrome is not Free Software just because it was built on top of Chromium (which is Free Software). If users don’t have control over what is running on their computer then it’s proprietary software.
Since you mentioned OpenMW I thought I should mention Daggerfall Unity. It’s an rewrite of Daggerfall using the Unity engine, also requiring the original files. The best thing about is that the developers have made it easily moddable and a very healthy modding community has sprung up for it, some of which really make the game feel like what the original developers were going for but had to deal with the technical limitations of the time.
Since Unity is proprietary, this game also is.
The IDE and build engines may be proprietary. That doesn’t make the code base of this project or anything using Unity proprietary by default.
The game requires Unity to run (you can say it has a proprietary dependency). So it is proprietary. Just like Google Chrome is not Free Software just because it was built on top of Chromium (which is Free Software). If users don’t have control over what is running on their computer then it’s proprietary software.
So it’s proprietary then. OP didn’t ask for FOSS, he asked for open source. There’s an MIT license directly in the Github for the project I linked.
What is the difference between FOSS and open source?