Originally posted by zanny
View Post
Announcement
Collapse
No announcement yet.
Matthew Garrett: How-To Drive Developers From OS X To Linux
Collapse
X
-
Originally posted by Del_ View PostNo, either you are unaware or you choose to ignore realities. Public domain code failed utterly (yes it was quite popular). I could argue on the merits of permissive licensing too, but the conclusions are less clear cut.
Originally posted by Del_ View PostYes, but this also goes for the cost of copying and distributing software. What this means is that there are very strong forces favouring the market leader, resulting in dominating player within each software category. This is why permissive licensing fails in terms of collaborative company effort. There will only be one winner when it comes to open stack, unless it goes copy-left. Just as any company putting resources into llvm/clang is pouring resources into Apple, strengthening a competitor who may put them out of business (yes, I am looking at you Intel with your compiler suite).
Originally posted by Del_ View PostFeel free to argue all you want, but you are wrong. It is not the same signal simply because it really isn't the same signal. That is why Theo De Radt needs to be very vocal about what he wants to achieve. If you slam gpl on your code, we all get the message. You cannot argue your way out of reality.
Comment
-
Originally posted by TeamBlackFox View Post*snip*
If you have something constructive to add such as evidence of one license type vs the other having larger communities or having superior code, feel free to discuss that point. But leave your feelings at the door kthx.
Comment
-
Originally posted by bridgman View PostSo just to mess up this discussion and get all the warring parties onto the same side (against me) I'm going to propose that the ideal open source license would allow proprietary use for a certain period of time by a company/individual who contributed a certain amount to the project, with reasonable safeguards against abuse.
Originally posted by Luke_Wolf View PostActually using gaming as an example against OSS is rather disingenous for one big reason. Nobody has ever tried to develop a serious game more complex than Wesnoth or Xonotic under an open source license.
Originally posted by Luke_Wolf View PostThe problem with this idea is that you're assuming the existence of a dominant player/market leader. This only really happens when a company releases it's source code itself or a company buys out a project (Such as Apple did with CUPS and LLVM). However this occurs with Copyleft projects too, for example despite the LGPL license Digia has majority control of Qt, CUPS is under the GPL however if we look at Mesa, X11, and the BSDs we see that corporate control by a single entity doesn't have to be the case
On the other hand nginx is today a proprietary project, and it seems to be taking a dominant position over the apache web-server. It will be interesting to see that one unfold.
Comment
-
Originally posted by yogi_berra View PostYou need to check your privilege, pal. You have exactly 0 rights to anybody else's work.
Comment
-
Originally posted by Luke_Wolf View PostActually using gaming as an example against OSS is rather disingenous for one big reason. Nobody has ever tried to develop a serious game more complex than Wesnoth or Xonotic under an open source license. As a result there is no data on the matter as to whether OSS can succeed or not as a development model for games, and thus we can't actually draw any conclusions.
What we need now in order to make free software gaming a reality is to convince Indie developers that just because you have your source code available it does not mean that the game will stop selling. My previous reference to John Carmack's engine licensing, which you only vaguely touched on, goes a long way in showing how copy-left can actually potentially help with this, depending on the priorities of the developer in question.
Originally posted by Luke_Wolf View PostIn Essence while the culture of gaming and modding is counter to open source licenses at this point in time the effects of more open systems and available systems on the associated communities is a strong indicator that open source development and licensing would be beneficial to the gaming ecosystem.
Comment
-
just because you have your source code available it does not mean that the game will stop selling.
Comment
-
Well Luke here are my thoughts without my personal perspective on them on the copyleft vs copyfree/copycenter.
Most devs I know agree that copyleft is designed to protect the copyright of the developer by making a program such as a game commercially unviable unless you pay for a commercial license, like Prey 2's developer is doing for the GPL'd source code of id tech 4. For them, they honestly don't want their work to be shared with the community and I respect their right to do so. I'll probably play Prey 2 when it comes out. id tech engine games have a reputation for normally being good. So the GPL is counterintuitive to indie game development because it makes it very difficult for a game to be kept closed unless you pay out of the nose for a commercial license.
On the other hand the copyfree licenses are great for indie game development as you can add onto an existing game, and release the code if you feel like it. It gives secondary and tertiary developers more freedom. Of course I don't code for a living at all, I am a datacenter tech so I don't see code on the job, it's nothing more than a hobby for me. But when I do make something such as a game I'll release the engine for free under a permissive software license and sell the actual game and bundle it with the engine, some official binaries and the source itself so say someone on an unsupported platform can compile it. Hell, if they make a package for it I'll endorse it as a recommended build for whatever OS
Comment
-
Originally posted by Hamish Wilson View PostHow complex a game is does not matter to the argument, as my conclusions on this matter come more from comparing current "open source" offerings to independent titles, which tend to be on a similar level of complexity. The latter seem to be much more successful largely due to its closed centralized development which offers far more polished gameplay experiences. In general, a game needs one or two designers and not a hundred, just as a novel can never work if it has a hundred authors.
Also the writing thing is why I think that if there were to be a complex OSS game (as in having real stories and such) it would need to be designed like Neverwinter Nights or Wesnoth such that you have your core assets, engine, editor, and some basic scripts as the "base" game, and then you have modules of stories (and you could allow people to sell proprietary story modules if you so liked if you wanted to keep the incentive of profit)
Originally posted by Hamish Wilson View PostWhat we need now in order to make free software gaming a reality is to convince Indie developers that just because you have your source code available it does not mean that the game will stop selling. My previous reference to John Carmack's engine licensing, which you only vaguely touched on, goes a long way in showing how copy-left can actually potentially help with this, depending on the priorities of the developer in question.
LGPL or looser doesn't have that derivative works problem and so commercial developers can build off of the engines without the same issues (going under the assumption that games are considered a derivative work of the engine). So from the game developer perspective looser is better. If games are not derivative works of their engines then game developers are license agnostic as regards the engine, and it's a question of technical benefit.
But alright, so what about the people who create engines? Well their interest is in getting people to license the engine (Unless you want to try to make the argument for support contracts as opposed to sales). So instead of copyleft or permissive what they really want is a non-commercial license in order to increase interest while preventing people from making a dime off their products without their say so, and regardless will require a CLA to contribute upstream. However if someone big were to permissively license their engine they'd basically kill off their competitors overnight (unless they too decide to opensource and shift business model) because video game engines are expensive to license and the industry would transfer over to a support as opposed to sale basis. You can decide for yourself if that's a good thing or a bad thing.
Originally posted by Hamish Wilson View PostIn the context of fan made expansion content and even some multiplayer experiences I might agree with you, but when it comes to actually creating a properly balanced, coherent, and designed game experience opening up the development largely leads to a lack of consistent quality and a unified whole.
Comment
Comment