logo

drewdevault.com

[mirror] blog and personal website of Drew DeVault git clone https://hacktivis.me/git/mirror/drewdevault.com.git
commit: e4c0de3f150f76a0d32e67835458332c7e7791a6
parent 295deff06200c55da266b4cf911347d727ce8e4b
Author: Drew DeVault <sir@cmpwn.com>
Date:   Fri,  2 Apr 2021 15:06:39 -0400

Add Flotilla example to permissive code/proprietary assets

Diffstat:

Mcontent/blog/Open-sourcing-video-games.md14++++++++------
1 file changed, 8 insertions(+), 6 deletions(-)

diff --git a/content/blog/Open-sourcing-video-games.md b/content/blog/Open-sourcing-video-games.md @@ -83,12 +83,14 @@ approach. If you want to allow your source code to find its way into as many future games as possible, a permissive open source license like [MIT][0] is the way to go. -This will allow developers to incorporate your source code into their own games -with little restriction, either by creating a direct derivative, or by taking -little samples of your code and incorporating it into their own project. This -comes with no obligation to release their own changes or works in a similar -fashion: they can just take it, with very few strings attached. Such an approach -makes it very easy to incorporate into new commercial games. +[Flotilla](https://github.com/blendogames/flotilla) is an example of a game +which went with this approach. It allows developers to incorporate your source +code into their own games with little restriction, either by creating a direct +derivative, or by taking little samples of your code and incorporating it into +their own project. This comes with no obligation to release their own changes or +works in a similar fashion: they can just take it, with very few strings +attached. Such an approach makes it very easy to incorporate into new commercial +games. [0]: https://opensource.org/licenses/MIT