[Bf-committers] GPL exception license for Blender Player.

Erwin Coumans erwin.coumans at gmail.com
Mon Oct 19 19:01:40 CEST 2009


Sure: http://gamekit.googlecode.com
Right now, meshes, packed-textures, camera, collision, rigid bodies
and some rigid constraint are converted and working.
Logic bricks are next: http://code.google.com/p/gamekit/issues/list

Cheers,
Erwin


2009/10/19 Shaul Kedem <shaul.kedem at gmail.com>

> Erwin,
>  can we get a link to GameKit ?
>
> Thanks,
> Shaul
>
> On Mon, Oct 19, 2009 at 11:00 AM, Erwin Coumans <erwin.coumans at gmail.com
> >wrote:
>
> > Blender Foundation cannot change the license,
> > because BF doesn't own the copyright of all Blender/BGE source code.
> >
> > 2009/10/19 Sinan Hassani <[email redacted]> wrote:
> > > Contributers to OGRE have to sign a contributer agreement which I think
> > > allows for this kind of change.
> >
> > Exactly, contributors to OGRE share ownership/copyright with Torus
> > Knot Software,
> > so TKS owns the (shared) copyright. This allows them to change from GPL
> to
> > MIT.
> > See http://www.ogre3d.org/developers/submit-patch
> >
> > Blender Game Engine is a nice for prototyping.
> > GameKit is a better choice if you want to sell a game without sharing
> > the source code/assets,
> > or work under with partners or on consoles under Non Disclosure
> Agreements.
> >
> > GameKit will re-use existing open source MIT/BSD/Zlib components for
> > graphics, animation, IK, sound,
> > etc. so one main target will be converting the logic bricks.
> > It would be nice to add some easy switch between BGE and external game
> > engine such as GameKit,
> > that saves the .blend and spawns the external game engine.
> >
> > Once GameKit gets more mature, it would be nice to be included in the
> > Blender 2.5 distribution.
> > I'll get in touch with Blender Foundation about distribution, if/when
> > we get to this point.
> >
> > Thanks,
> > Erwin
> >
> >
> >
> > 2009/10/19 Ton Roosendaal <ton at blender.org>:
> > > Hi,
> > >
> > >> it also means that the
> > >> BGE is not distinct and probably couldn't be licensed separately from
> > >> Blender.
> > >
> > > That's correct. More clear; the engine uses code shared with the 3d
> > > tool side. Separating it is not simple. We have had many relicensing
> > > discussions before, and the consensis (and official Foundation stance)
> > > is to stick to GPL. Blender is first a tool, not a developer API.
> > >
> > > If anyone wants to get into business using Blender (as developer) and
> > > has troubles finding ways to conduct this within the GPL, just contact
> > > me personally for some consultancy :)
> > >
> > > -Ton-
> > >
> > >
> ------------------------------------------------------------------------
> > > Ton Roosendaal  Blender Foundation   ton at blender.org
> www.blender.org
> > > Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> > >
> > > On 19 Oct, 2009, at 1:53, Mitchell Stokes wrote:
> > >
> > >> I'm curious as to if there is even a method of finding out who
> > >> contributed to the BGE? I think that would be the most difficult part,
> > >> asking is simply an email away. However...the BGE has been using more
> > >> and more of Blender's code, and become less separate. While this helps
> > >> with development (such as NeXyon's sound work), it also means that the
> > >> BGE is not distinct and probably couldn't be licensed separately from
> > >> Blender.
> > >>
> > >> --Mitchell Stokes (Moguri)
> > >> _______________________________________________
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> > >>
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