Jump to content

  • Log In with Google      Sign In   
  • Create Account

Stani R.

Member Since 18 Apr 2005
Offline Last Active Private

Posts I've Made

In Topic: Hiding Company Nationality

02 May 2016 - 05:06 AM

I think most of us here, or anyone involved in gamedev for that matter, judge games solely based on their merits. But the world is generally not such a rosy place. So it's a legitimate marketing tactic to get around preconceived notions. It's also very easy and affordable to set up and run a US company without ever establishing a physical presence in the US, or in fact even without ever visiting the US.


In Topic: Distribute compiled project including Apache 2.0 licensed source code

29 April 2016 - 06:01 AM

When I distribute a compiled project using source code that is licensed under the Apache 2.0 license do I still need to include copyrights and license info?

If you want to comply with the terms of the license, then yes, you do.

 

I mean, when I create a commercial project where they cannot access the source code in a normal way there is no point in showing it's license but only creates confusion since my program does not fall under the same license.

The point is to comply with the license and to attribute the parts of the code you used to the people who wrote it. Conversely, by not disclosing the use of the open source code, you are falsely claiming that you own the copyright to your entire code, and that does create confusion (and opens you up for potential litigation).

 

Let's say I create a game with LibGDX which is licensed under Apache 2.0, where should I put these documents? Do they officially need to be readable through the android application or would a plain text file that a normal android user could never access be sufficient?

For mobile apps, where the file system is not normally freely accessible without using other third party apps, I would suggest something within your own app (like a credits page). Here are some ideas.

... 
I guess that means I do have to supply the license file. However I did not change any of the source code from LibGDX. And where does the notice file go? I never seen any game that put Pythagoras, Dijksta, Bresenham, etc in there credits screen. Neither do I see any of these licenses appear on other games. Pick 10 random games, I bet at least a couple are using at the very least a famous algorithm that is licensed as Apache 2.0, but they do not include a license nor a notice file. I played some LibGDX games from there Gallery and none of them supplied this while LibGDX falls under this Apache 2.0 license. I would love to supply some of the major names that created LibGDX and even give credits to all those geniuses who invented those amazing algorithms.

These games may or may not be complying with the license terms of the open source software they may or may not be using. The important question is, do you want to comply yourself or do you accept the legal risk of non-compliance. That's a decision you have to weigh for yourself, but IMHO there is literally no reason not to comply. These people wrote great code that you make use of and the only thing they ask for is that you give them credit. It doesn't cost you anything and it's the morally correct thing to do, so why wouldn't you?

 

Finally, with such a file alongside my compiled project how do I let people know that the end product they are using is not under Apache 2.0 license? And has full copyright?

a) Your program should have its own license, ie for a game something like boilerplate EULA.

b) Wherever you list the third party licenses, just indicate that "this program uses X library, here is the relevant license of X library..."


In Topic: Native WinAPI Sortable (Button) List Functionality

20 April 2016 - 05:06 AM

In Qt, QListWidget and probably also QListView can be configured for similar functionality (rearranging list elements with drag&drop). But while it can be styled with CSS, I don't think you'll be able to make it look as pretty as jQuery. 

 

Otherwise I would also consider embedding CEF or Awesonium, depending on how far you want to go with imitating javascript UI.


In Topic: Good Scripting Language for C

23 July 2015 - 12:58 PM

That's a rather generic question and answers will vary a lot depending on what you want to do. But generally speaking Lua would be a safe bet for many use cases. I'd go with C++ rather than C for making games (or with a different language entirely, if your goal is not working in the industry), and I'd go with learning one language at a time in order to not get confused. For any game project you'll also have to learn a bunch of APIs, adding a scripting binding on top of that may just be overkill unless you have a specific reason for it (for example if you are working with non-technical artists and want them to create gameplay functionality).


In Topic: Book for learning modern OpenGL?

22 July 2015 - 04:57 AM

Also the OpenGL SuperBible, 6th edition.


PARTNERS