Correct. This would not work. That's why in the post after that I mention the idea of MIT license only when Blender is compiled as the BlenderPlayer. When you use BGE within Blender it remains GPL, with no exceptions to the case. Remember that BlenderPlayer is not all of Blender, so there is no talk about relicensing Blender or anything of that nature.
But even that has holes in it and has to be thought about very carefully. To be honest I'm not a big fan of MIT license either, but some devs who used to contribute to BGE have told me that they would only contribute code if BGE was licensed like that. I think it should be a license that removes distribution restrictions yet have the requirement to provide source code upon release. But, yes, I'd like to stop this thread, as it has run its course. Sinan On 12-12-02 06:21 PM, Dan Eicher wrote: > On Sun, Dec 2, 2012 at 1:21 PM, Sinan Hassani <[email protected]> wrote: >> So one idea is to have the BF give people the ability to purchase a >> license for BGE(Blender) for say $99 US where they can license it under >> the MIT license. This would generate revenue for the BF, they can have >> extra money to pay GE developers, and it will attract more developers. >> This is how the Torque3D model now works, the engine is open source, >> they make money on services. >> > Once you license it to *one* person under a MIT license it's licensed > to *everyone* under a MIT license. > > I'd just learn how to use (or write an exporter for) a MIT'd game > engine myself... > > Dan > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
