pyogre license?

griminventions

27-10-2005 04:47:51

Is pyogre licensed as GPL, as in can't be used in closed source development under any circumstances? (Or do I misunderstand the GPL?)

Clay

27-10-2005 06:16:27

It is licensed under LGPL, which means you can use it in any commercial project. There are only two real restrictions you should know about:

  1. If you distribute pyogre with your project (such as making an exe with py2exe), you must include a copy of the license (that's the COPYING file, just put that with pyogre and you are good).[/*:m]
  2. If you modify pyogre itself (such as changing anything in the .i files, or the generated ogre.py) you will have to distribute the source of the changes.[/*:m][/list:o]

    That's the best of my knowledge. If I got something wrong I'm sure fog knows. He's the resident expert. =)

Srekel

27-10-2005 08:29:17

It is licensed under LGPL, which means you can use it in any commercial project. There are only two real restrictions you should know about:

  1. If you distribute pyogre with your project (such as making an exe with py2exe), you must include a copy of the license (that's the COPYING file, just put that with pyogre and you are good).[/*:m][/list:o]



Oops! Better fix that in VW.

griminventions

27-10-2005 12:14:44

Ah, ok, good. :) I saw the GPL notice in one of the source files, so I thought it was GPL. Thanks for clarifying.

srekel2

27-10-2005 14:23:36

hmm, I looked in the COPYING file. It has no mention of PyOgre, so it would seem strange to just place it somewhere in the game directory (it would make the game LGPL as well?). Should I write "The license described in this file is valid for PyOgre and OGRE and doesn't have anything to do with the game besides that", or something?

Clay

27-10-2005 16:40:16

Or if you create a folder called licenses/ and rename the COPYING file as ogre.txt, pyogre.txt, etc. I've seen it done in games that use Ogre. You can also edit the files and put at the top "this is for pyogre...".

I think this is a requirement of LGPL (that you must distribute a copy of the license with the program), but you don't have to put it in the root directory of your game. You can pack it away in one of the many sub directories.

I don't really care if you distribute the license. I more care about #2 on that list. Also to clarify, if you change pyogre's source but do not distribute this change (IE if you modify it internally but never release it) then you do not have to distribute the source. You only have to release the source if you modified pyogre and you are distributing a compiled version of it.

Srekel

27-10-2005 18:23:34

Ah, thanks. Creating a license folder seems like the best option.

I've wanted to edit the SWIG files because it would've been nice to help out (as opposed to just finding the bugs and creating more work for you ;)), but we never did (because we didn't really have the time to learn how it works).

fog

28-10-2005 09:06:12

I just wanted to add that one of the main limitations of the LGPL is that you should allow for people to use new versions of the LGPL'ed library. That means, for example, distributing your C program as compiled objects to allow licensees to re-link with new versions of the library. With Python we don't have such a problem, because everything is already source code and modules are loaded dynamically but keep that in mind in case you use py2exe.

srekel2

28-10-2005 12:33:42

I'm sorry, but I'm not sure what you mean. We will distribute using py2exe, is there any problems with that?

We haven't really written a license of our game source yet. There's a good chance we'll distribute it somehow to those that are interested in seeing it, but as long as we just send the executable (and the media etc.), do we need to change the license or something?

griminventions

28-10-2005 16:33:07

I wouldn't think it would be a problem to use py2exe since the .pyc files are essentially dynamic link libraries since you can import them. py2exe doesn't change them in any way.