Comments (7)
Ok I looked at it, and it looks like no matter how it is coded, it would be a derivative.
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@BluePrintRandom : Indeed the GPL is a big issue. All things using a code in GPL is GPL, it's why they created the LGPL. So since the BGE use blender (and it will be forever) it will be in GPL.
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Ok , I have been talking to Ton, Lawyers, etc,
it is 'import bge' that causes a project to be infected with gpl,
Loading a game engine project does not infect the game with GPL ->
importing a GPL module does,
I have asked Ton to help me get a list of sources for the bge module and
mathutils module, to get their licences only, converted to LGPL. It is a
massive undertaking, but will remove a large barrier to any commercial use
of the bge.
On Mon, Jan 11, 2016 at 2:34 AM, panzergame [email protected]
wrote:
@BluePrintRandom https://github.com/BluePrintRandom : Indeed the GPL is
a big issue. All things using a code in GPL is GPL, it's why they created
the LGPL. So since the BGE use blender (and it will be forever) it will be
in GPL.—
Reply to this email directly or view it on GitHub
#15 (comment).
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Sounds good, but why LGPL? Why not BSD or MIT?
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I don't see how can we make the UPBGE API under LGPL.
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OK!
I think I have a work around, when a blend is opened by blender or by standalone player, build a scene list, and a object list per scene, and store it as a database , and any added objects/removed objects update this data base, also which controller calls a python script needs to be stored in some sort of table as well (per instance of the script)
so the user can call a alternative to getCurrentController and scene.objects,
and avoid calling import BGE at all,
for mathutils / Vector -> you can mutate a object.worldPosition.copy() to build a vector,
and never invoke GPL !
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the alternative getCurrentController will use the same C/C++ internal source which are in GPL too.
There's no more activity on this topic since a long time, i close it, fell free to reopen if any news.
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Related Issues (20)
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