[Bf-committers] Can BGE be relicensed?

Daniel Genrich daniel.genrich at gmx.net
Mon Dec 3 02:27:56 CET 2012


We've discussed this so many times.

People who don't like the BGE license are welcome to use OGRE3d or 
Unity, etc.

So can we move on now, please? :-)


Am 03.12.2012 01:50, schrieb Sinan Hassani:
> Correct. This would not work. That's why in the post after that I
> mention the idea of MIT license only when Blender is compiled as the
> BlenderPlayer. When you use BGE within Blender it remains GPL, with no
> exceptions to the case. Remember that BlenderPlayer is not all of
> Blender, so there is no talk about relicensing Blender or anything of
> that nature.
>
> But even that has holes in it and has to be thought about very
> carefully. To be honest I'm not a big fan of MIT license either, but
> some devs who used to contribute to BGE have told me that they would
> only contribute code if BGE was licensed like that.
>
> I think it should be a license that removes distribution restrictions
> yet have the requirement to provide source code upon release.
>
> But, yes, I'd like to stop this thread, as it has run its course.
>
>
> Sinan
>
> On 12-12-02 06:21 PM, Dan Eicher wrote:
>> On Sun, Dec 2, 2012 at 1:21 PM, Sinan Hassani <[email redacted]> wrote:
>>> So one idea is to have the BF give people the ability to purchase a
>>> license for BGE(Blender) for say $99 US where they can license it under
>>> the MIT license. This would generate revenue for the BF, they can have
>>> extra money to pay GE developers, and it will attract more developers.
>>> This is how the Torque3D model now works, the engine is open source,
>>> they make money on services.
>>>
>> Once you license it to *one* person under a MIT license it's licensed
>> to *everyone* under a MIT license.
>>
>> I'd just learn how to use (or write an exporter for) a MIT'd game
>> engine myself...
>>
>> Dan
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