If the book comes with a source CD, it may have a EULA. I'd check there first. Then I'd check her - or the publisher's - website.
edit: didn't see that you already contacted the author. An actual framework, no.
Whats the rules on code reuse? (from books and such)
Wow, wasnt expecting this many replies. Thank you all! :)
.... I didnt contact the author, he said in the book that I can use the code if I mentioned the book and his name. But when can I call the code mine if I'm copying it?
here is an example: the ways he handles the window events and the game initialization are good, and I want to keep using them in my games from now on. but that will mean I always use his way of doing it. .... when can I call the code mine? I will always remeber the author as my "mentor", but I dont want the code to be called "stolen" if I didnt mention his name.
I know I'm thinking about it too much, but I hate to steal other people efforts/rights. I want to be proud of my own creation.
again thank you all for the relpies :)
.... I didnt contact the author, he said in the book that I can use the code if I mentioned the book and his name. But when can I call the code mine if I'm copying it?
here is an example: the ways he handles the window events and the game initialization are good, and I want to keep using them in my games from now on. but that will mean I always use his way of doing it. .... when can I call the code mine? I will always remeber the author as my "mentor", but I dont want the code to be called "stolen" if I didnt mention his name.
I know I'm thinking about it too much, but I hate to steal other people efforts/rights. I want to be proud of my own creation.
again thank you all for the relpies :)
If you copy and paste the code, it will never be yours, no matter how much you alter it. If you write it yourself based on what you read in his book, then it's yours, provided you weren't trying to copy his work literally. But when it comes down to basics like events and initialisation, it's quite likely that the methods he uses are obvious and common to many programmers, so for you to use them doesn't technically require credit.
Yeah as you continue on your journey you will notice about 95% of c++ windows games have the standard:
Game_Init();
while(!done)
{
TranslateMessage(somemessage);
Game_Run();
}
Game_Shutdown();
If that's all your using I wouldn't worry about giving credit for that, it's so common I hardly think anyone "owns" it. What won't be so common is a library that the author has created, and perhaps, depending on detail, a framework.
I like to give credit to the author because newbies who will look at the code can see what book you got it from if they like it. If you are using someone's framework but have modified it as your own you can always just say "Thanks to <name> for some good framework code" or "Framework inspired by <name>." As a lot of authors are active in the community, I think they will for the most part agree that, if you are just using their framework and not copying their library or actual game code, they aren't going to be upset if you don't mention their name.
Good luck!
Game_Init();
while(!done)
{
TranslateMessage(somemessage);
Game_Run();
}
Game_Shutdown();
If that's all your using I wouldn't worry about giving credit for that, it's so common I hardly think anyone "owns" it. What won't be so common is a library that the author has created, and perhaps, depending on detail, a framework.
I like to give credit to the author because newbies who will look at the code can see what book you got it from if they like it. If you are using someone's framework but have modified it as your own you can always just say "Thanks to <name> for some good framework code" or "Framework inspired by <name>." As a lot of authors are active in the community, I think they will for the most part agree that, if you are just using their framework and not copying their library or actual game code, they aren't going to be upset if you don't mention their name.
Good luck!
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