well you pick the situation that works best for you. some decide to 
give back into the community for all the free stuff we have available 
now. some decide on shareware. some decide on a tiered arrangement 
depending on what the developer makes. etc.

lots of options available.


>LGPL is bad if you want all software to be free by the fsf definition
>and their goals in life. If you want people to use a game library it
>pretty much needs to be LGPL  (or one of the other licenses that
>doesn't require publishing all the source code) or commercial
>developers will write their own.  Dual license makes it possible for
>you to make money at the expense of building a community. I am not
>going to add feature, fix bugs, .. in code that you are going to turn
>around and sell where with a LGPL product I am required to do that.
>
>
>
>
>
>On Sep 21, 11:47 am, Carmen Delessio <carmendeles...@gmail.com> wrote:
>>  I think this library looks great and I see how I can use it in apps that
>>  need great graphics features, not just games.
>>
>>  Regarding licensing, it would be great to figure out a way encourage lots of
>>  solid libraries to be built and made available to the Android community.
>>
>>  For that to happen, I think it makes sense for code to be open-source so
>>  that people can see it and improve it.
>>  I also think it is reasonable for the developer to make money from the
>>  library.
>>
>>  Some people may see that as controversial, but I hope it could be beneficial
>>  for everyone.
>>
>>  The first link below provides some reasons NOT to LGPL code.
>>  The second link is one projects explanation of dual licensing with both GPL
>>  and commercial options.
>>
>> 
>>http://www.fsf.org/licensing/licenses/why-not-lgpl.htmlhttp://www.extjs.com/company/dual.php
>>
>>  Does dual licensing make sense for libraries in the Android Community?
>>  What's the right price for a library?
>>  Should the same license apply if I build 1 app with the license or 50?
>>
>>  --
>> 
>>Carmenhttp://www.twitter.com/CarmenDelessiohttp://www.talkingandroid.comhttp://www.facebook.com/BFFPhoto(Facebook
>> 
>> Photo App)http://www.twitter.com/DroidDrop(Drop.io private file 
>>sharing app)
>>
>>  On Mon, Sep 21, 2009 at 1:26 PM, Dan Sherman <impact...@gmail.com> wrote:
>>  > You can technically.  Nothing prevents your from selling the 
>>game you make,
>>  > you do have to release all of the source however, which makes 
>>doing anything
>>  > that you might want hidden (network protocols, etc) a bit tougher.  :)
>>
>>  > - Dan
>>
>>  > On Mon, Sep 21, 2009 at 1:07 PM, polyclefsoftware <dja...@gmail.com>wrote:
>>
>>  >> Yes, the description in Google Code for the project says "powerful
>>  >> enough to create a highly polished commercial game". But you can't
>>  >> exactly create a commercial game with code licensed under the GPL,
>>  >> right?
>>
>>  >> On Sep 21, 11:46 am, "nEx.Software" <email.nex.softw...@gmail.com>
>>  >> wrote:
>>  >> > Dan, that's what I was thinking as well (regarding the GPLv3).
>>
>>  >> > On Sep 21, 9:42 am, Dan Sherman <impact...@gmail.com> wrote:
>>
>>  >> > > The library looks great (after a few hours of playing with it),
>>  >> definitely
>>  >> > > has some improvements that could be made, but very well laid out and
>>  >> easy to
>>  >> > > work with.
>>
>>  >> > > However, the GPLv3 does make game development a bit of an issue, if
>>  >> the
>>  >> > > games need to be released as GPLv3 as well...
>>
>>  >> > > - Dan
>>
>>  >> > > On Mon, Sep 21, 2009 at 10:53 AM, Andrew Shu <talklit...@gmail.com>
>>  >> wrote:
>>
>>  >> > > > I noticed on the google code pagehttp://
>>  >> code.google.com/p/rokon/that
>>  >> > > > the license is GPL 3, which means anyone who uses it must open
>>  >> source
>>  >> > > > their app.
>>
>>  >> > > > Richard, have you given some thought to changing the license to
>>  >> > > > something more permissive? Either way, impressive work. Good job.
>>
>>  >> > > > On Sep 21, 10:21 am, pro <proka...@gmail.com> wrote:
>>  >> > > > > Hi Richard,
>>
>>  >> > > > > What is the terms & conditions for using it? I mean copyright
>  > >> etc...
>>
>>  >> > > > > I'm developing some games ( my area of interest is AI type games
>>  >> ),
>>  >> > > > > but I might be able to take some fragments of code for 
>>animations,
>>  >> > > > > placement of objects etc. But for commercial side, I 
>>don't want to
>  > >> get
>>  >> > > > > into something that has some weired licensing ...
>>
>>  >> > > > > No doubt this framework has some very very good stuff that
>>  >> possibly
>>  >> > > > > can be used as cut&paste or simply dropping those class 
>>definition
>>  >> > > > > files ...
>>
>>  >> > > > > -pro
>>
>>  >> > > > > On Sep 18, 6:08 am, "rich...@stickycoding.com"
>>
>>  >> > > > > <rich...@stickycoding.com> wrote:
>>  >> > > > > > I've been working on a game framework for a little while, and
>>  >> while
>>  >> > > > > > its far from perfect, I've put the current version online.
>>
>>  >> > > > > > To be honest, I haven't used much OpenGL in the past. Before
>>  >> last week
>>  >> > > > > > I had never tried using it.
>>  >> > > > > > If anyone would like to take a look, please do, I'd appreciate
>>  >> all the
>>  >> > > > > > help possible on speeding it up.
>>  >> > > > > > There are many features I have in mind and am planning at the
>>  >> minute,
>>  >> > > > > > but so far it supports:
>>
>>  >> > > > > > # Texture and Sprite management
>>  >> > > > > > # Text, using TTF fonts
>>  >> > > > > > # Organised layers
>>  >> > > > > > # Two audio management classes, one optimized for music, the
>>  >> other for
>>  >> > > > > > sound effects
>>  >> > > > > > # Sprite dynamics (acceleration, terminal velocity, collisions)
>>  >> > > > > > # Animation
>>  >> > > > > > # Handlers to manage events fired through movement, animation,
>>  >> screen
>>  >> > > > > > touches, accelerometer input, device shaking and collisions
>>  >> > > > > > # Several minor features aimed at speeding development, such as
>>  >> screen
>>  >> > > > > > settings and vibration
>>
>>  >> > > > > > The code is athttp://code.google.com/p/rokon/
>>
>>  >> > > > > > Again, I'd very much appreciate advice or help with 
>>any bugs you
>>  >> can
>>  >> > > > > > see, thanks.
>>
>>
>

-- 
jason.vp.engineering.particle

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