[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: [pygame] pygame for commercial use



In my case, I'm building a framework that uses Pygame.  I'm building
my own libraries, but I'm not changing any of PyGame's libaries.


On Sun, 31 Oct 2004 09:46:25 -0800, andrew baker <failrate@gmail.com> wrote:
> I'm planning on it, but right now I'm just building my core engine.
> 
> 
> 
> 
> On Sun, 31 Oct 2004 11:50:36 +0000, Austin Haas <pygame@slippypeople.com> wrote:
> >
> > Have there been any commercial pygame projects? I know that will be my
> > employer's first question. I downloaded Solarwolf, and it certainly has all
> > the features we would be looking for, but it would be better (to them) to see
> > a commercial project.
> >
> > I hope I don't sound like I am coming from the evil/greedy dark side. I just
> > want to use Pygame at work, and get our whole team on it.
> >
> >
> >
> > -austin
> >
> > On Sunday 31 October 2004 12:59 pm, Pete Shinners wrote:
> > > pygame@slippypeople.com wrote:
> > > > Hello, I am hoping that some experienced pygame users/developers might be
> > > > able to suggest some of the ramifications of using pygame in a commercial
> > > > setting. I'd really like to know what the barriers are. For instance, a
> > > > particular component has an overly restrictive license, a necessary
> > > > feature is lacking, etc.
> > >
> > > The license for Python, Pygame, and all the dependencies is friendly
> > > towards commercial projects. Pygame itself (and SDL) are licensed under
> > > LGPL. This basically means you can use Pygame without modification in
> > > any closed source projects. It's possible to package a project written
> > > in Pygame to appear the same as any native written game, even on most
> > > platforms.
> >
> 
> 
> --
> Andrew Ulysses Baker
> "failrate"
> 


-- 
Andrew Ulysses Baker
"failrate"