Friday, June 18, 2010

DirectQ License Decision

OK, I've made up my mind on the way things are going to be.

There are substantial chunks of this engine that I've effectively completely rewritten (or written from scratch) myself. These include:

  • The web download code.
  • The Quake cvar compatibility layer.
  • The alias model loader and renderer, and the new in-memory alias model format.
  • The Direct3D enumeration to string converter.
  • The render to texture framework.
  • The vertex buffer framework.
  • The MP3 player.
  • The memory manager.
  • The unicode converter.
From release 1.8.5 onwards these are going to be public domain works.

There are other parts of it, including the texture manager, the menu framework and the surface refresh, that have been given a quite severe makeover, but nonetheless are still identifiably derived from the original Quake source. These are future candidates for moving to public domain as I continue to rework code.

Other parts still were taken by me from other sources. These would include the unzip code (from zlib by way of Q3A), the MD5 generator (from publicly released RSA code) and maybe a few others. These are going to remain under their original licenses, with the exception of the Q3A stuff which I've exercised my option to upgrade to GPL version 3 with.

For the rest of the code I've also upgraded it to GPL version 3. This includes original ID code as well as code I have obtained from other Quake source ports.

Until such a time as 1.8.5 is released, DirectQ is remaining under it's previous licenses, and all previously released versions will remain as they always were.

I think that's about it!

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