Horde3D

Next-Generation Graphics Engine
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PostPosted: 09.07.2008, 17:10 
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Joined: 09.07.2008, 16:48
Posts: 11
This is inescapable to thank you for the work done, this is really impressive. I even think, but this is not proved, it does things better than Ogre on my GNU/Linux system. The will to make Horde lightweight, simple, clean and powerful has been released.
I want to build something in the same way (I also speak about dependencies), so I may distribute Horde on my side. This is also strongly needed for me. As you wrote, Horde is a graphics engine, not a game one. But Horde has resources management and a logging system, which are things I place on the game engine side, not in the graphics part. So I will have to move them, instead of replacing them, but also may change some code parts, and here goes my questions.
What must I do with the files header (copyright, license)? Should I keep it clean everywhere, nowhere or only where modifications are made?
Could it be possible to me providing this under the GPL License instead of the LGPL one?


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PostPosted: 09.07.2008, 18:16 
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Joined: 17.02.2008, 21:08
Posts: 24
Location: Switzerland
The GNU LGPL is defined as the GPL plus additional permissions, so I think you can re-publish the code under the more restrictive GPL if you wish. ("When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it.")

However, pay attention to sections 4 and 5 of the GPL. You should keep all copyright notices intact, but if you do not, you must add "prominent" notices that you modified it, and give the date.

IANAL, etc.


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PostPosted: 11.07.2008, 14:09 
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Joined: 09.07.2008, 16:48
Posts: 11
Here is what I could make:

Code:
// *************************************************************************************************
//
// File.h
//
// This file is based on egFile.h from the Horde3D Engine, distributed under the GNU Lesser General Public License.
// The original version can be found at this address: http://www.horde3d.org
//
// This file is part of:
//
// My Project
// --------------------------------------
//
// Copyright (C) 2008 Me
...


But I am not sure this is enough.


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PostPosted: 11.07.2008, 16:20 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
sebastiend wrote:
But I am not sure this is enough.
It covers the spirit of the requirement at any rate, which I would tend to think is good enough.

_________________
Tristam MacDonald - [swiftcoding]


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PostPosted: 11.07.2008, 21:28 
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Joined: 18.05.2008, 17:47
Posts: 96
copyrights o_O


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PostPosted: 11.07.2008, 21:51 
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Engine Developer

Joined: 10.09.2006, 15:52
Posts: 1217
sebastiend wrote:
Here is what I could make:

Code:
// *************************************************************************************************
//
// File.h
//
// This file is based on egFile.h from the Horde3D Engine, distributed under the GNU Lesser General Public License.
// The original version can be found at this address: http://www.horde3d.org
//
// This file is part of:
//
// My Project
// --------------------------------------
//
// Copyright (C) 2008 Me
...



I think that's fine.


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PostPosted: 12.07.2008, 08:08 
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Joined: 09.07.2008, 16:48
Posts: 11
swiftcoder wrote:
It covers the spirit of the requirement at any rate, which I would tend to think is good enough.

marciano wrote:
I think that's fine.


Thanks, that's what I will do.


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