Raydium 3D Game Engine

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 Post subject: Re: Raydium license
PostPosted: Fri Feb 27, 2009 3:52 pm 
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Joined: Mon Feb 23, 2009 6:35 am
Posts: 9
Location: Wilkes Barre, Pa
You can make a commercial game. You just cant include anything lgpl into a standalone binary. You would have to compile they lgpl library's as shared. This is one consequence of using free & open software vs closed.

Look on the bright side if you were to actually write a commercial game for ps3 using sonys sdk your looking at licenses fees of around $10.000

Where as with most free and open source library's you just have to work around the licensing.


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 Post subject: Re: Raydium license
PostPosted: Sat Feb 28, 2009 2:58 am 
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Joined: Sat Nov 22, 2008 6:33 am
Posts: 68
I dont understand. What is the meaning of compile as shared?


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 Post subject: Re: Raydium license
PostPosted: Sat Feb 28, 2009 9:37 am 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

Try a google search:
Quote:
compile as shared lgpl


First link:
Quote:
dsource.org - forums
LGPL vs. commercial application vs. shared library ... I wonder if someone was able to compile the gtkD stuff into a shared library on POSIX systems. ...
http://www.dsource.org/forums/viewtopic ... f1a6173971 - 66k - Cached - Similar pages -


Look at Mike Wey second answer.

Now search for
Quote:
statically linked


You'll fin a wikipedia page with all of thoses informations explained.

This topic is not really a raydium one, it's more lgpl specific. Build process and things like this are discussed on many forum.



What about your My Model Keep bounching problem, did you manage to fix it how ?

Did you manage to get rid of Anti-Aliasing problem jagged lines ?

No more work on the cal3d part of raydium ?

Did you manage to have an md2 model exported to raydium ?

Did you successfully texture your model exposed in [Blender]Using Texture, can you give feedback ? Steps involved, usefull links ?

What driver did you use to solve SciTech GLDirect Driver Problem

Did you manage to have the Collision detect working ?

Is it ok to delete objects -> How to delete it

Have you make some tests about the timecall bug reported here Is it a bug? is it ok now, did it solve your problem ?

Perhaps it will be great to focus on one problem and solve it. Don't hesitate to post feedback, it can help someone else.
It look like we have to handle a flood of very different scope questions, but without any clue. Making a game is a big task and you'll won't find someone on the net wich can solve all of your problems. So try to find solutions by yourself, and if you are really blocked and it's very important ask for some help.

Have a nice day.
Ouille.


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 Post subject: Re: Raydium license
PostPosted: Sat Feb 28, 2009 5:58 pm 
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Joined: Mon Feb 23, 2009 6:35 am
Posts: 9
Location: Wilkes Barre, Pa
    Shared libraries: <-- "Also called dynamic librarys."
    Pro -- Only one copy of the library is stored in memory at
    any given time (use less memory to run our programs,
    the executable files are much smaller)
    Con -- Slightly slower start of the program.

    Static libraries: <-- "Standalone binarys are made this way."
    Pro -- Each process has its own copy of the static
    libraries, loaded in memory.
    Con -- Executable files linked with static libraries
    are bigger

Example:
Any libraries compiled as shared will need to be installed on users computer before game will work.
Any libraries compiled as static will be added into your game and will not require the user to install the library before use.

http://www.network-theory.co.uk/docs/gc ... ro_25.html
http://users.actcom.co.il/~choo/lupg/tu ... aries.html


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 Post subject: Re: Raydium license
PostPosted: Sun Mar 01, 2009 5:20 am 
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Joined: Sat Nov 22, 2008 6:33 am
Posts: 68
Code:
What about your My Model Keep bounching problem, did you manage to fix it how ?

Did you manage to get rid of Anti-Aliasing problem jagged lines ?

No more work on the cal3d part of raydium ?

Did you manage to have an md2 model exported to raydium ?

Did you successfully texture your model exposed in [Blender]Using Texture, can you give feedback ? Steps involved, usefull links ?

What driver did you use to solve SciTech GLDirect Driver Problem

Did you manage to have the Collision detect working ?

Is it ok to delete objects -> How to delete it

Have you make some tests about the timecall bug reported here Is it a bug? is it ok now, did it solve your problem ?

Perhaps it will be great to focus on one problem and solve it. Don't hesitate to post feedback, it can help someone else.
It look like we have to handle a flood of very different scope questions, but without any clue. Making a game is a big task and you'll won't find someone on the net wich can solve all of your problems. So try to find solutions by yourself, and if you are really blocked and it's very important ask for some help.

Have a nice day.
Ouille.


Sorry but I dont really get what do you mean.
Am I wrong at understand it?
1. You want to know is my problem solved.
If yes.
-"My Model Keep bounching" -> Solved. It depends on the model. Bad model keep bounching.
-"Anti-Aliasing" -> Cant do anything about it.
-"[Blender]Using Texture" -> Solved. If you want to know how I solved it, tell me.
-"SciTech GLDirect Driver" -> Solved. Dont use that driver. Use the default one installed on your computer.
-"Collision detect" -> Solved. Its working, I miss handling the stack.
-"How to delete it" -> Solved. Its working.
-"Is it a bug" -> Solved. Yes it is a bug and the new SVN take care of it.
2. I am flooding, and I must not do it.
3. Making game is not for me to take now.


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