[IGDA_indies] the LGPL
Tom Spilman
tom at sickheadgames.com
Tue Aug 31 14:05:51 EDT 2004
> -----Original Message-----
> From: indies-bounces at igda.org
> [mailto:indies-bounces at igda.org] On Behalf Of Brandon J. Van Every
> Sent: Tuesday, August 31, 2004 5:02 AM
> To: Indie SIG mailing list
> Subject: RE: [IGDA_indies] the LGPL
> 'Some' object files? How about the object files of your
> entire game, if the library is pervasively needed? Or if
> your project management really didn't have time to deal with
> hermetic separations on the basis of licenses.
Yea it would need to be everything *if* that was a requirement. Worst case
you've given out source file, function, and global variable names... that is
if you don't run the code thru an obfuscator first.
Still my point was unless you're a high profile developer it's highly
unlikely you'll be singled out for prosecution. In fact I bet there are GPL
and LGPL violations all the time which go undetected... some of them
*intentional*.
> And what if your platform doesn't have shared libraries, and
> you must link statically?
There are no ambiguities in this case... static linkage requires releasing
your code or object files.
> I'm not willing to tie my hands and say I'll
> never port my PC game to a console.
So leverage it now for the PC and replace it when you're a "big fat
moneymaking commercial success". Nothing keeps you from replacing the
LGPL'ed libraries you use with a commercial library or your own code.
Tom Spilman
Co-owner | Programmer
www.sickheadgames.com
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