Thomas Jeppesen wrote: > Hi, > > If I wanted to use PD to build an audio-engine for a game, how would the > copyrights work if the game I was creating the engine for were commercial? > > Also, and I know this is going to be sensitive to some people in this > community, but lets have the discussion anyway, I don't like the idea > about anybody being able to open the audio-engine that I have created > for a commercial game, as easy as they would any PD-patch out there. And > I'm sure the people I would be working for would hate the Idea. Is there > an easy or ”normal” solution to locking a patch so it can't be opened by > anybody?
the first idea that comes to my mind is by "binarizing" the pd-files (that is: make the files non-human readable); and write a small converter that will revert your changes before Pd parses the file. the simplest way would probably just add a constant offset to each character, does making the file not recognizable on first glance. more sophisticated solutions would involve encryption. but then, what do you really want to protect? > > I read a post from Andy Farnell on the sound design mailing list, that > EA had created their own version of PD for Spore, is that the only way > to go about it if > you wanted to use PD in a commercial production? > creating your own version of Pd is probably the most simple way to achieve a "locked" version. another reason for this is probably to include all "external" objects into a single binary and strip all the objects not needed. btw, "commercial" is not contradictory to "open source". mfga,sdr IOhannes _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
