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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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diff --git a/pipermail/nel/2001-February/000224.html b/pipermail/nel/2001-February/000224.html new file mode 100644 index 00000000..cd11a76f --- /dev/null +++ b/pipermail/nel/2001-February/000224.html @@ -0,0 +1,116 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Something I don't understand about the license agreement.</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:dayta%40ucc.gu.uwa.edu.au"> + <LINK REL="Previous" HREF="000225.html"> + <LINK REL="Next" HREF="000227.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Something I don't understand about the license agreement.</H1> + <B>Leighton Haynes</B> + <A HREF="mailto:dayta%40ucc.gu.uwa.edu.au" + TITLE="[Nel] Something I don't understand about the license agreement.">dayta@ucc.gu.uwa.edu.au</A><BR> + <I>Tue, 20 Feb 2001 09:35:48 +0800</I> + <P><UL> + <LI> Previous message: <A HREF="000225.html">[Nel] Something I don't understand about the license agreement.</A></li> + <LI> Next message: <A HREF="000227.html">[Nel] Something I don't understand about the license agreement.</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#224">[ date ]</a> + <a href="thread.html#224">[ thread ]</a> + <a href="subject.html#224">[ subject ]</a> + <a href="author.html#224">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>On Mon, Feb 19, 2001 at 05:12:38PM -0800, Bryce Harrington wrote: +><i> If it is important to you to keep your IP closed, then you should use a +</I>><i> closed library rather than an open one. There are many other libraries +</I>><i> out there that allow for keeping stuff proprietary, and some of them are +</I>><i> quite good. Some require fees or other charges in return for use of +</I>><i> their license. +</I>This is a bit misleading. The game world is also your IP. This bit of IP +would most definitely stay closed, in any commercial concern. And in general +even most free (the beer sense, not the speech) games worlds. Having your +game world ripped off does happen (it happened to DiscWorld mud, not that +it's exactly 'killed' them, but they did from memory end up making +the sourcecode harder to get hold of). + +><i> NEL, like other open source things, operates on a share-and-share-alike +</I>><i> principle. Nevrax is being very generous in providing their code +</I>><i> openly, so you can see it and use it without having to pay any fees. +</I>><i> The one condition that they have asked in return is that you do +</I>><i> likewise. You have to decide for yourself if their price is acceptable, +</I>><i> and if so, you're bound to abide by it. If it isn't, then you should +</I>><i> use a different piece of code more to your liking (or write your own). +</I>In return for giving a good base set of libraries, Nevrax hope to get +lots of free contributions to their project. This isn't as evil as it sounds +since everyone is still free to work on whatever parts they like, and +hopefully they will remain fairly lenient on what features make it in to the +repository. (Ie, don't just include what _they_ want. I don't imply +they should be lenient on content. Be code nazis, keep ugly code out :P) +Of course, if they behave in a manner you feel is not conducive to +the spirit of open-source development, you're free to split off your own +version of the tree. + +><i> NEL keeps their game _content_ (e.g., artwork) proprietary while +</I>><i> releasing their source code; perhaps you could follow that approach as +</I>><i> well. Or else you could strive to compete with other users of your +</I>><i> modified code on the basis of name recognition, performance, +</I>><i> reliability, and customer service. +</I> +This should be stressed a bit more. It's basically impossible for them to +'duplicate' your mud/whatever without the content. Content is not just artwork, +but all the sounds, probably most of the look of the interface, the scripts +which control the AI behaviour. Basically, if they can take your sourcecode, +and duplicate your mud, you haven't doine very much :) + +What they do get of course, is that little mod you did to the game engine +for pretty-as-hell lens effects. Or your modified particle engine +to accurately model a fireball. Anyone who looks at the current crop of games +will tell you that it's not this sort of thing that makes or breaks a game. + +><i> (This is community service - I'm not associated with NEL in any way, but +</I>><i> admire that they are actually making their source code Free.) +</I>Yeah, ditto the not associated with Nevrax thing... +unless they feel like hiring of course ;) + +Leighton... + +-- + +Part-time student. Full-time Programmer. +Seeking the 36 hour day and the 10 hour working week. +(08) 9272 9058 (Home - like I'm ever there) +0401 335 136 (Mobile - like it's ever on) + +</pre> + + + + + + + + + + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000225.html">[Nel] Something I don't understand about the license agreement.</A></li> + <LI> Next message: <A HREF="000227.html">[Nel] Something I don't understand about the license agreement.</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#224">[ date ]</a> + <a href="thread.html#224">[ thread ]</a> + <a href="subject.html#224">[ subject ]</a> + <a href="author.html#224">[ author ]</a> + </LI> + </UL> +</body></html> |