{"type":"rich","version":"1.0","provider_name":"Transistor","provider_url":"https://transistor.fm","author_name":"Tech Stories Tech Brief By HackerNoon","title":"Here's Why the Godot Foundation Has No Plans for Console Ports","html":"<iframe width=\"100%\" height=\"180\" frameborder=\"no\" scrolling=\"no\" seamless src=\"https://share.transistor.fm/e/c647be62\"></iframe>","width":"100%","height":180,"duration":544,"description":"\n        This story was originally published on HackerNoon at: https://hackernoon.com/heres-why-the-godot-foundation-has-no-plans-for-console-ports.\n             Nonetheless, here we attempt to describe the current blockers to the best of our ability, and detail what that means for you as developers looking to port \n            Check more stories related to tech-stories at: https://hackernoon.com/c/tech-stories.\n            You can also check exclusive content about #godot-engine, #godot, #godot-console-ports, #game-development, #godot-foundation, #game-development-on-consoles, #console-development, #hackernoon-top-story,  and more.\n            \n            \n            This story was written by: @Godot Engine. Learn more about this writer by checking @Godot Engine's about page,\n            and for more stories, please visit hackernoon.com.\n            \n                \n                \n                The Godot Foundation does not have active plans to work on console platform ports. This may change in the future, especially if it becomes possible to share console ports that are truly Free and Open Source (i.e. not locked behind any NDAs or paywalls) There are two types of console ports: approved middleware and custom ports.\n        \n        ","thumbnail_url":"https://img.transistorcdn.com/IuqXIpaNNuezY7jNfIDnL5gqB1iL_SEndwUUzLGdljY/rs:fill:0:0:1/w:400/h:400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9zaG93/LzQxNDI5LzE2ODM1/ODM0NjQtYXJ0d29y/ay5qcGc.webp","thumbnail_width":300,"thumbnail_height":300}