RE: [Plib-devel] Licensing for Console Applications.
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From: Dave M. <Dav...@dy...> - 2000-06-14 00:19:30
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> So I take that as a "No" vote? Actually, I'm working on a PS2 console game right now using PLIB. I'm just not sure the license needs to change. Our company lawyer [cough] is looking over the LGPL which is more like a manifesto than a legal document BTW. I'm not a lawyer but it seems like if I put *ALL* my changes back into the public domain, keep all the NDA'ed api calls in my client code, and provide all my object files, then I am legal with respect to the LGPL and the Sony NDA. I also feel like I am in keeping with the spirit of the LGPL. Money issues aside, I'd rather help develop opensource with PLIB than buy proprietary Renderware for the PS2. Isn't the customer responsible for buying a $5000 metrowerks compiler and getting the PS2 SDKs? :) Must I be responsible for providing the end-user with *ALL* the tools and NDA'ed libraries he/she needs to re-link? For example, say I am doing a WIN32 app with PLIB and using VISUALC V6. Do I need to buy the end-user a copy of VISUALC? Does the LGPL say the tools need to be available to everyone. What if you don't have money to buy VISUALC. Does that mean you could sue? If someone has been though this before, let me know. Console games account for more than 50% of industry revenue and it is expected to increase its percentage significantly in the next few years. Seems like we need a universal solution for using LGPL libs on the PS2 and not just something that patches the PLIB licensing situation. I'm also planning on using SDL_net, OpenAL, and FREEGLUT. I wouldn't enjoy trying to convince the maintainers of all those projects to switch their licenses. They probably wouldn't anyway. -- Dave McClurg |