I would also like to know if creating non-GPL mods to a content that's GPL is possible or a violation of GPL as the data is being merged together(a mod might take some GPL-covered ship statistic and modify it, like price, shields or armor amounts). I know there's GODOT and it's MIT, which is compatible with GPL, but I'm asking because I would like to understand is, if GPL game content "infects" the game engine with GPL or not. Is creating an open-source engine for Endless Sky in Unity that uses the same data and images and sounds, but is unable to release the Unity source code (obviously) be a violation of GPL? CC-*/Public Domain content (audio/visual) is OK to be used where I can't provide the source code.GPL data is infectious so I need to release all data changes (except for mods) in GPL.GPL source code is infectious, so I'd have to write the engine from scratch. ![]() It describes gameplay (ship statistics), quests and the universe(where planets and systems are and how they connect) It's not neccessary for the game engine itself to exist. It's like a high-level scripting language for a VM. "`ĭata files define all the ships and such but it doesnt call any APIs, and is not linked. "This is the fourth time I've nearly died in the past week doing this job! Here, take this to and finish this job for me. ![]() `When you repair the, the captain hails you. Thumbnail "outfit/small collector module" txt files with content like this is also GPL outfit "Small Collector Module" The license for Graphics is CC-BY, CC-BY-SA and Public Domain.
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