From: Temujin Newsgroups: comp.os.msdos.djgpp Subject: Re: C++ copyright Date: Mon, 01 Sep 1997 09:30:18 -0700 Organization: Sentex Communications Lines: 24 Message-ID: <340AED9A.7C21@sentex.net> References: <01bcb63a$15e1a8c0$c93063c3 AT 8652hvt73761> <5udhv7$e0r AT dfw-ixnews5 DOT ix DOT netcom DOT com> NNTP-Posting-Host: 207.245.212.170 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk firewind wrote: > > Matthew Bennett wrote: > > Looking though "Brennan's DJGPP2+Games Resources" > > (http://www.rt66.com/~brennan/djgpp/) web page, I came across this: > > > "In case you're wondering, yes, you can write commercial games with DJGPP > > and maintain your complete rights to the output, as long as you don't > > include any Copylefted stuff, like the C++ library. The C library is free." > > > Does this mean that you cannot write a commercial game in C++ ??! > > Sure you can. You can write "QuakeClone III" and charge 600$ for it if you > want, absolutely no restrictions. However, if you wrote "QC III" using the > standard C++ library, you would be forced to license it under the GNU > General Public License. You could still sell it for 600$, you'd just have to > let users have free access to the source, and who's going to pay big bucks > for some binaries when the source is freely available? Ouch, doesn't that kind of mean that if you use C++ with DJGPP you basically shouldn't be making commercial software? I mean RIGHT there is a reason for companies not to use DJGPP to develop their programs.. Then again, how are the people at GNU going to find out if you did use their C++ stuff to make a program and sell it.