iPhone SDK <-> SDL License

Why not just dual-license it with some less restrictive open-source license on platforms in which LGPL compliance is impossible or too difficult to be practical?

Because at that point I might as well just license the entire thing under
a “do what you like with it” license and I personally would stop feeling
any investment in the product.

I’m not quite ready to do that yet. :slight_smile:

See ya!
-Sam Lantinga, Lead Software Engineer, Blizzard Entertainment

Yes you’re right, it’s not absolutely necessary…
It just can be usefull when porting games to iPhone to save a little
time, but there are of course other ways to do…
Thanks !

Mason Wheeler a ?crit :> Would that be truly necessary? The point of porting a framework library is to provide the same functionality with the same interface on a different platform, not necessarily to do it in the same way. If the iPhone already has working audio libraries, why not just implement SDL_Mixer on top of them instead of whatever it’s implemented on top of on other platforms?

----- Original Message ----
From: Holmes Futrell
Subject: Re: [SDL] iPhone SDK <-> SDL Mixer

There is currently no port of SDL_Mixer for iPhone. It could probably
be done – it’s just all the dependencies need to be built for iPhone
too.

Also I’m not sure how great the performance would be versus Apple’s
audio libraries.


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Hello !

Because at that point I might as well just license the entire thing under
a “do what you like with it” license and I personally would stop feeling
any investment in the product.

I’m not quite ready to do that yet. :slight_smile:

Please release a list with the licensing costs.

How much does the license cost for one commercial money wanted product ?

As an example somebody is writing an iphone game with SDL and the intent
is to get money from that.

How much does the license cost for a product that is closed source,
but the intention of the author is not to make money with it ?

For example someone writes a game, that is closed source,
but he is releasing it for free and his intention is not to make
money with it ?

It would be cool if there would be a way to pay a license for not commercially
released products, that are closed source.

The same thing like these student versions. You can use for example 3ds max,
but are not allowed to use this app for commercial application.

CU

Unless Apple just changed something (I have not kept abreast of 2.2’s SDK release), you are not allowed to have shared libraries in your iPhone application. AFAIK this would therefore require the usage of the SDL commercial license option, as SDL does not have any static linking exceptions in their LGPL usage.

Sincerely,
Jay Freeman (saurik)
@Jay_Freeman
http://www.saurk.com/From: Michael Otteneder
Sent: Tuesday, October 14, 2008 10:21 PM
To: A list for developers using the SDL library. (includes SDL-announce)
Subject: Re: [SDL] iPhone SDK <-> SDL License

As long as you are dynamically linking you’re done. The LGP does not have an advertising clause, you dont have to tell your users that you are using SDL.

On Wed, Oct 15, 2008 at 12:10 AM, Mathias Hansen wrote:

Okay, so my favorite media sdk is up and running with my iPhone SDK Simulator now.

I’m almost done with a prototype for a game already, which i would like to create for the iPhone using SDL and the official iPhone SDK.

What do i have to make sure (SDL License wise), to be able to eventually distribute my iPhone Application on the App Store.

This is my assumptions:

  • I have to link to SDL as a shared object.
  • I have to let the user know that i’m using the SDL library.

Please help me cast some light over it, as i certainly don’t want to break any license rules if my application eventually is going to the App Store :slight_smile:

Kind regards
Mathias Hansen


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(Sorry, I only just received this e-mail for reasons I don’t understand, and only after I sent it I realized how old the thread was, and that this was already discussed.) -JFrom: jay freeman (saurik)
Sent: Wednesday, December 03, 2008 3:48 PM
To: A list for developers using the SDL library. (includesSDL-announce)
Subject: Re: [SDL] iPhone SDK <-> SDL License

Unless Apple just changed something (I have not kept abreast of 2.2’s SDK release), you are not allowed to have shared libraries in your iPhone application. AFAIK this would therefore require the usage of the SDL commercial license option, as SDL does not have any static linking exceptions in their LGPL usage.

Sincerely,
Jay Freeman (saurik)
@Jay_Freeman
http://www.saurk.com/

From: Michael Otteneder
Sent: Tuesday, October 14, 2008 10:21 PM
To: A list for developers using the SDL library. (includes SDL-announce)
Subject: Re: [SDL] iPhone SDK <-> SDL License

As long as you are dynamically linking you’re done. The LGP does not have an advertising clause, you dont have to tell your users that you are using SDL.

On Wed, Oct 15, 2008 at 12:10 AM, Mathias Hansen wrote:

Okay, so my favorite media sdk is up and running with my iPhone SDK Simulator now.

I’m almost done with a prototype for a game already, which i would like to create for the iPhone using SDL and the official iPhone SDK.

What do i have to make sure (SDL License wise), to be able to eventually distribute my iPhone Application on the App Store.

This is my assumptions:

  • I have to link to SDL as a shared object.
  • I have to let the user know that i’m using the SDL library.

Please help me cast some light over it, as i certainly don’t want to break any license rules if my application eventually is going to the App Store :slight_smile:

Kind regards
Mathias Hansen


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org



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http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org



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