I read this and some others interesting links.
https://blender.stackexchange.com/questions/21364/licensing-game-in-bge
https://docs.blender.org/manual/en/2.79/game_engine/licensing.html
## Standalone Games
In case you save out your game as a single “Standalone” the blend-file gets included in the binary (the BGE player). That requires the blend-file to be compatible with the GNU GPL license.
In this case, you could decide to load and run another blend-file game (using the Game Actuator logic brick). That file then is not part of the binary, so you can apply any license you wish on it.
This means you have keep separate all your content (Blender files, textures, sounds, code) from .exe files.
I found this link also explaining the same thing.
https://www.katsbits.com/smforum/index.php?topic=643.0
/myBGEgame/
- bge.exe (2MB)
- /assets/ (200MB)
- - /models/
- - /audio/
- - /textures/
- - /etc.
Instead of this
/myBGEgame/ - bge.exe (202MB)
The most complex will be how to handle separate files and scenes loading and unloading.
How to manage the Blend files and the code files separatly.
The other issue is logic bricks, if you use them , are they making your separate Blend file Gpl licensing ?
I would want to avoid to use loadlib , some people had issues with it , and i’m not sure it is up to date with latest Blender versions.
I think the best would have been some new addon that would automatically handle user content separate from .exe files, and that would propose loading and unloading scenes on the lfy without any issues.
To make it straightforward.
Meanwhile i will have to make some tests and see how it goes before starting something big in Upbge.