About the license of the library included in NeoAxis



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Joined: Sun Sep 11, 2011
Posts: 29
Country: Japan (jp)
PostPosted: Tue Oct 25, 2011 11:04 am Post subject: About the license of the library included in NeoAxis
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Hi,

NeoAxis include a lot of free libraries (Ogre,Ogg,Theora,OpenAL,etc..).
Details of the library that NeoAxis included were not able to be understood from a license full text of NeoAxis.

There is a question about it.
1. The license text of the library that NeoAxis included is not found in file of NeoAxisEngineIndieSDK-1.0.exe.
Where is it?
(I want to misappropriate it.)
2. Or, is there a text to understand the version of the library that NeoAxis include?
3. Are there special notes about the license of the library?
4. May not I bundle the license text?

 
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Location: Kazan
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PostPosted: Tue Nov 01, 2011 4:12 am 
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Hi,

FreeImage, 3.10
FreeType, 2.3.12
libTheora, 1.1
libVorbis, 1.2.3
NVidia Texture Tools, 2.0
ODE, 0.11
OGRE, 1.7.3, from NeoAxis 1.1
OpenAL Soft, 1.13
Scintilla, 2.11
Mono, 2.10
SharpZipLib, 0.86
Lidgren, 2011.3.12.0
Cg, 3.0
Monobjc, 2.0.506
Recast, from NeoAxis 1.1
PhysX, 2.83

All libraries open-source and free, excluding PhysX.
Some libraries got our changes. Usually this is small changes, also exists very highly modified libraries like OGRE.

Any questions, please ask.

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Joined: Sun Sep 11, 2011
Posts: 29
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PostPosted: Wed Nov 02, 2011 11:36 am 
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Hi,

Thank you for answering the question.
There is a question more.

1. What is a library necessary to run the game?
The library used because of the development tool (resource editor , map editor and etc..) is excluded.

2. "All libraries open-source and free." Good.
If I bundled the DLL of the library to my game package, is the problem caused?
Are some obligations imposed on me?

 
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Joined: Wed Oct 11, 2006
Posts: 5059
Location: Kazan
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PostPosted: Sun Nov 06, 2011 11:28 am 
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Quote:
1. What is a library necessary to run the game?

Please check below part of code from deployment tool.
You can see what DLLs need.

Quote:
If I bundled the DLL of the library to my game package, is the problem caused?
Are some obligations imposed on me?

No problem. You can use all libraries from NeoAxis package.

Code: Select all   Expand view
      void AddBasePaths()
      {
         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}Microsoft.VC90.CRT.manifest" );
         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}msvcm90.dll" );
         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}msvcp90.dll" );
         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}msvcr90.dll" );

         AddBasePath( DeployPlatforms.MacOSX, "{native}MacAppNativeWrapper.dylib" );

         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}NativeMemoryManager.dll" );
         AddBasePath( DeployPlatforms.MacOSX, "{native}NativeMemoryManager.dylib" );

         AddBasePath( DeployPlatforms.Any, "Log.dll" );
         AddBasePath( DeployPlatforms.Any, "MathEx.dll" );
         AddBasePath( DeployPlatforms.Any, "ICSharpCode.SharpZipLib.dll" );
         AddBasePath( DeployPlatforms.Any, "FileSystem.dll" );
         AddBasePath( DeployPlatforms.Any, "EntitySystem.dll" );
         AddBasePath( DeployPlatforms.Any, "DDSFormat.dll" );
         AddBasePath( DeployPlatforms.Any, "MapSystem.dll" );
         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}DirectInputNativeWrapper.dll" );
         AddBasePath( DeployPlatforms.Any, "EngineApp.dll" );

         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}libogg.dll" );
         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}libtheora.dll" );
         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}libvorbis.dll" );
         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}libvorbisfile.dll" );
         AddBasePath( DeployPlatforms.MacOSX, "{native}libogg.dylib" );
         AddBasePath( DeployPlatforms.MacOSX, "{native}libtheora.dylib" );
         AddBasePath( DeployPlatforms.MacOSX, "{native}libvorbis.dylib" );
         AddBasePath( DeployPlatforms.MacOSX, "{native}libvorbisfile.dylib" );
         AddBasePath( DeployPlatforms.Any, "OggVorbisTheora.dll" );

         AddBasePath( DeployPlatforms.Any, "Lidgren.Network.dll" );
         AddBasePath( DeployPlatforms.Any, "Networking.dll" );

         AddBasePath( DeployPlatforms.Any, "PhysicsSystem.dll" );

         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}OgreMain.dll" );
         AddBasePath( DeployPlatforms.MacOSX, "{native}OgreMain.dylib" );
         AddBasePath( DeployPlatforms.Any, "Renderer.dll" );

         AddBasePath( DeployPlatforms.Any, "SoundSystem.dll" );

         AddBasePath( DeployPlatforms.Any, "UISystem.dll" );

         AddBasePath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}UtilsNativeWrapper.dll" );
         AddBasePath( DeployPlatforms.MacOSX, "{native}UtilsNativeWrapper.dylib" );
         AddBasePath( DeployPlatforms.Any, "Utils.dll" );

         AddBasePath( DeployPlatforms.MacOSX, "{native}MonoRuntime.config" );
      }

      void AddComponents()
      {
         AddMonoRuntime();

         AddDirect3DRenderingSystem();
         AddDirect3DShaders1xSupport();
         AddOpenGLRenderingSystem();

         AddPhysXPhysicsSystem();
         AddODEPhysicsSystem();

         AddDirectXSoundSystem();
         AddOpenALSoundSystem();

         AddZipArchive();

         AddColladaMeshFormat();

         AddHeightmapTerrain();
         AddDecorativeObjectManager();
         AddGridPathFindSystem();
         AddRecastNavigationSystem();

         AddDedicatedServer();
         AddConfigurator();
         AddGameCommon();
         AddGameEntities();
         AddGameExe();
      }

      void AddMonoRuntime()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Mono Runtime";
         c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.MacOSX;
         c.Support64bit = false;
         c.AddPath( DeployPlatforms.Any, "{native}MonoRuntime\\*.*" );
         c.AddPath( DeployPlatforms.Windows, "*MonoRuntime.exe" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.MacOSX;

         components.Add( c );
      }

      void AddDirect3DRenderingSystem()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Direct3D9 Rendering System";
         c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.Web;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "{native}d3dx9_43.dll" );
         c.AddPath( DeployPlatforms.Any, "{native}D3DCompiler_43.dll" );
         c.AddPath( DeployPlatforms.Any, "{native}RenderSystem_Direct3D9.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddDirect3DShaders1xSupport()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Direct3D9: Shaders 1.x Support";
         c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.Web;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Windows, "{native}d3dx9_31.dll" );
         c.SelectedByDefaultPlatforms = 0;

         components.Add( c );
      }

      void AddOpenGLRenderingSystem()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "OpenGL Rendering System";
         c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.MacOSX;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Windows, "{native}cg.dll" );
         c.AddPath( DeployPlatforms.Windows, "{native}RenderSystem_GL.dll" );
         c.AddPath( DeployPlatforms.MacOSX, "{native}RenderSystem_GL.dylib" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.MacOSX;

         components.Add( c );
      }

      void AddPhysXPhysicsSystem()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "PhysX Physics System";
         c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.MacOSX;
         //c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.MacOSX | DeployPlatforms.Web;
         c.Support64bit = true;

         c.AddPath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}cudart32_30_9.dll", ProcessorTypes._32Bit );
         c.AddPath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}PhysXCooking.dll", ProcessorTypes._32Bit );
         c.AddPath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}PhysXCore.dll", ProcessorTypes._32Bit );
         c.AddPath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}PhysXDevice.dll", ProcessorTypes._32Bit );
         c.AddPath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}PhysXLoader.dll", ProcessorTypes._32Bit );

         c.AddPath( DeployPlatforms.Windows, "{native}cudart64_30_9.dll", ProcessorTypes._64Bit );
         c.AddPath( DeployPlatforms.Windows, "{native}PhysXCooking64.dll", ProcessorTypes._64Bit );
         c.AddPath( DeployPlatforms.Windows, "{native}PhysXCore64.dll", ProcessorTypes._64Bit );
         c.AddPath( DeployPlatforms.Windows, "{native}PhysXDevice64.dll", ProcessorTypes._64Bit );
         c.AddPath( DeployPlatforms.Windows, "{native}PhysXLoader64.dll", ProcessorTypes._64Bit );

         c.AddPath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}PhysXNativeWrapper.dll" );
         c.AddPath( DeployPlatforms.MacOSX, "{native}PhysXNativeWrapper.dylib" );

         c.AddPath( DeployPlatforms.Any, "PhysXPhysicsSystem.dll" );

         c.SelectedByDefaultPlatforms = DeployPlatforms.Windows | DeployPlatforms.MacOSX;

         components.Add( c );
      }

      void AddODEPhysicsSystem()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "ODE Physics System";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Windows | DeployPlatforms.Web, "{native}ode.dll" );
         c.AddPath( DeployPlatforms.MacOSX, "{native}ode.dylib" );
         c.AddPath( DeployPlatforms.Any, "ODEPhysicsSystem.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Web;

         components.Add( c );
      }

      void AddDirectXSoundSystem()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "DirectSound System";
         c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.Web;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "{native}DirectSoundNativeWrapper.dll" );
         c.AddPath( DeployPlatforms.Any, "DirectXSoundSystem.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Web;

         components.Add( c );
      }

      void AddOpenALSoundSystem()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "OpenAL Sound System";
         c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.MacOSX;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Windows, "{native}OpenAL32.dll" );
         c.AddPath( DeployPlatforms.MacOSX, "{native}OpenAL32.dylib" );
         c.AddPath( DeployPlatforms.Any, "OpenALSoundSystem.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddZipArchive()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Zip Archive Support";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "ZipArchive.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddColladaMeshFormat()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Collada Mesh Format";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "ColladaMeshFormat.dll" );
         c.SelectedByDefaultPlatforms = 0;

         components.Add( c );
      }

      void AddHeightmapTerrain()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Heightmap Terrain";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "HeightmapTerrain.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddDecorativeObjectManager()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Decorative Object Manager";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "DecorativeObjectManager.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddGridPathFindSystem()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Grid Based Pathfinding System";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "GridPathFindSystem.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddRecastNavigationSystem()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Recast Navigation System";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "RecastNavigationSystem.dll" );
         c.AddPath( DeployPlatforms.Any, "{native}Recast.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddDedicatedServer()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Dedicated Server";
         c.SupportedPlatforms = DeployPlatforms.Windows;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "{native}RenderSystem_NULL.dll" );
         c.AddPath( DeployPlatforms.Any, "DedicatedServer.exe" );
         c.SelectedByDefaultPlatforms = 0;

         components.Add( c );
      }

      void AddConfigurator()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Configurator";
         c.SupportedPlatforms = DeployPlatforms.Windows | DeployPlatforms.MacOSX;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Windows, "Configurator.exe" );
         c.AddPath( DeployPlatforms.Windows, "Configurator.exe.config" );
         c.AddPath( DeployPlatforms.MacOSX, "{native}libmonobjc.dylib" );
         c.AddPath( DeployPlatforms.MacOSX, "Monobjc.dll" );
         c.AddPath( DeployPlatforms.MacOSX, "Monobjc.Cocoa.dll" );
         c.AddPath( DeployPlatforms.MacOSX, "_Configurator_Mac.exe" );
         c.AddPath( DeployPlatforms.MacOSX, "Configurator.app\\*.*" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddGameCommon()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "GameCommon.dll";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "GameCommon.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddGameEntities()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "GameEntities.dll";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "GameEntities.dll" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

      void AddGameExe()
      {
         DeployComponent c = new DeployComponent();

         c.Name = "Game.exe";
         c.SupportedPlatforms = DeployPlatforms.Any;
         c.Support64bit = true;
         c.AddPath( DeployPlatforms.Any, "Game.exe" );
         c.AddPath( DeployPlatforms.Windows, "Game.exe.config" );
         c.AddPath( DeployPlatforms.MacOSX, "Game.app\\*.*" );
         c.SelectedByDefaultPlatforms = DeployPlatforms.Any;

         components.Add( c );
      }

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