Hi

Thanks you very much, you have clear all my questions for now… I am new in SDL, I think I will have more and more questions.
Thank you again.

Francisco Bodego Franco
Ikasplay, S.L.
Parque Tecnol?gico de Miram?n
Paseo Mikeletegi 54
20009 San Sebasti?n


tel: 943 30 92 77

01001001 01101011 01100001 01110011 01110000 01101100 01100001 01111001-----Mensaje original-----
De: sdl-bounces at lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] En nombre de Pierre Phaneuf
Enviado el: mi?rcoles, 01 de abril de 2009 17:55
Para: A list for developers using the SDL library. (includes SDL-announce)
Asunto: Re: [SDL] Hi

2009/4/1 Francisco Bodego Franco <@Francisco_Bodego_Fra>:

And if I use Code::Block for commercial purpose, the code that I generate is
GPL?

I don?t want this?

Copyrights control (mostly) redistribution, so unless you somehow
manage to redistribute Code::Block itself as part of your product
(!!!), you’re in the clear.

What you DO have to pay attention to is libraries (the GCC compiler is
GPL, but has a special clause to say that programs it generated,
linked with its runtime libraries, are not covered by the GPL, so
you’re clear)… SDL is LGPL, for example, which is a weaker version
of the GPL, but there still are some restrictions you have to abide by
(basically, you have to provide a way for the user of your product to
replace the libsdl you’re using with another one that he can modify as
he sees fit, and you have to make the source code of the version of
SDL that you’re using available, on your web site or on the
distribution media of your product). Galaxy Gameworks
(http://www.galaxygameworks.com/), Sam’s company, can sell you a
commercial license that frees you from those obligations, among other
things.

These restrictions seem onerous, but it’s not all that difficult. For
example, if you simply use the DLL version of SDL (or the .so on
Linux, or the framework on Mac OS X, and so on) and provide the
sources for the version that you used (with any modifications you
might have made to it), a user is then able to rebuild the DLL and
replace it in your game directory, for example, fulfilling that
requirement of the LGPL. So all that you really need is just a bit of
web space to put the source code on, make sure to avoid static
linking, and you should be good to go.


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