From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2001-June/000451.html | 51 +++++++++++++++++++++++++++++++++++++ 1 file changed, 51 insertions(+) create mode 100644 pipermail/nel/2001-June/000451.html (limited to 'pipermail/nel/2001-June/000451.html') diff --git a/pipermail/nel/2001-June/000451.html b/pipermail/nel/2001-June/000451.html new file mode 100644 index 00000000..756a76f3 --- /dev/null +++ b/pipermail/nel/2001-June/000451.html @@ -0,0 +1,51 @@ + + + + [Nel] Congratulations + concerns + + + + + + +

[Nel] Congratulations + concerns

+ Michael Warnock + michael@in-orbit.net
+ Sat, 30 Jun 2001 15:45:21 -0700 +

+
+ +
By way of introduction, I am working on a couple of games making use of nel- commercial games.  In addition to selling our content and service, we consider our game rules our ip and there are a couple reasons why they can be implemented without violating the gpl (which i consider scripture).  First of all our rules will be in a brand new specification language in 
+their own files or database tables and wont be compiled or linked at all.  But should we run into speed problems for not hardcoding everything, we're still not required to release anything- you can quite legally use gpl'ed code in your own, unreleased programs- and why should we release the server side code?
+
+michael warnock
+InOrbit Entertainment
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