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

Shaul Kedem shaul.kedem at gmail.com
Mon Oct 19 19:13:43 CEST 2009


Erwin,
 This looks extremely interesting and will give Ton the needed tool/runtime
separation between blender and game engine runtime,

 Wow,
Shaul

On Mon, Oct 19, 2009 at 1:01 PM, Erwin Coumans <erwin.coumans at gmail.com>wrote:

> 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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> > > >> Bf-committers at blender.org
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> > > >>
> > > >
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