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We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.

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Ron AF Greve

Member Since 02 Sep 2008
Offline Last Active Today, 08:09 AM

Posts I've Made

In Topic: how do i know which librarys are for commercial project?

01 December 2011 - 07:56 AM

I think you have to read them yourself and read them well (that's what I did). However I use:

jpeg (not the intel jpeg)

So I considered (but I might be wrong) those safe to use. I also use OpenAL, but reading this thread I think I have to reread it's license. I thought it was ok as long as you used the DLL.

Additonal libraries (which I thought were also safe to include):

Yet, I am no lawyer and this is not legal advice.

In Topic: how do i know which librarys are for commercial project?

01 December 2011 - 07:08 AM

Yeah, but complying with the rules is not that easy. You have to read all the licenses and some projects use other libraries and you have to go through them too. And you have to read very carefully, if you include the wrong one, you either have to open (GPL) or anything could happen if you include a propietary one (in practice that could mean that you loose money you've earned with the game (and more) if it really starts to sell well).

In Topic: how do i know which librarys are for commercial project?

01 December 2011 - 05:46 AM

IANAL But have read a few of these licenses (I always do that before I start using them), the worst case with GPL is that you have to open up your source code for everyone to see. If I remember correctly, this happened to a manufacturer of routers a while back.

In Topic: How to create a (fictional) language in one day

20 October 2011 - 06:57 PM

Interesting read. Very useful to create ones own 'universe'.

Thanks for sharing.

In Topic: Quake 2 MS-VC 6 does not transfer to VS2010 Express

30 September 2011 - 06:25 PM

(hint: VS2010 doesn't support inline assembly anymore, in favor of intrinsic instructions (or external assembly files).

I have inline assembly in my VC++ 2010 projects (legacy from when I bought the non-optimizing VC++ 6 and 2003 editions, so I had to use assembly back then for certain parts). So I am quite sure it works. I think it only doesn't work if you compile it as managed code or as 64 bit. If you compile as 64 bit exec you can however put the assembly code in an external module, compile with nasm and link the resulting object file with the rest.