[IGDA_indies] the LGPL
Brandon J. Van Every
vanevery at indiegamedesign.com
Tue Aug 31 17:32:21 EDT 2004
Tom Spilman wrote:
>
> Still my point was unless you're a high profile developer it's highly
> unlikely you'll be singled out for prosecution.
Dude, we're indie game developers, not hobbyists. We're all trying to
get rich.
> In fact I bet there are GPL
> and LGPL violations all the time which go undetected... some of them
> *intentional*.
Yes, but I'm not interested in that business model. Aside from ethics,
I don't really want to be the first LGPL test case.
> > 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.
Yeah, that's the point. LGPL is not a commercially acceptable license
if your platform forces static linkage.
> > 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.
Well, I suppose I haven't thought through the economics of various "port
to console later" strategies. Jason's idea of a licensing Style Guide
is sounding better and better. Unfortunately, I have 5 competing
projects in OCaml-land right now to consider, so I won't volunteer. My
short Style Guide is "advance the cause of open source MIT/BSD licenses
for commercial development."
Cheers, www.indiegamedesign.com
Brandon Van Every Seattle, WA
"The pioneer is the one with the arrows in his back."
- anonymous entrepreneur
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