I'm not so sure if having a GPL license for the BGE really is wanted. I think a lot of users worry about the security of their game project being jeopardized due to the licensing on normal desktop platforms, which is correct. With the current licensing, I'm pretty sure that you would legally have to release any source blend file that you bind with the GPL'd BlenderPlayer. So, I think a different license altogether would be a good idea. I believe that it would be best to choose one that operates evenly across all platforms, giving the game developer the comfort of choice of how they'll distribute their project over one that makes it less worrisome for just a specific platform (iOS).
On Sat, Dec 1, 2012 at 3:00 AM, <bf-committers-requ...@blender.org> wrote: > Writing a GPL exception license is no easy task. The LGPL is what we need > here. > > I think what we should do is keep BGE licensed as GPL, and the GPL > exception should be when BGE is given for distribution under a third party > app store. In cases like that, the BGE can be licensed under LGPL. > > So in each BGE source file, after the GPL license, a GPL exception license > could look like this: > > > In cases where this software is given for distribution under third party > repositories, the software can be licensed under the LGPL. Python scripts > or other runtime script files do not fall under the license of this > software and can be treated as interpreted code or binary data. > > <LGPL license is given afterwards> > > > That essentially becomes the GPL exception license for BGE. > > > Sinan > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers