<br><font size=2 face="sans-serif">Considering that I have had to deal
with this legal minefield, I can say the following:</font>
<br>
<br><font size=2 face="sans-serif"> Work with Miller to understand
what is covered by the BSD license (not all of it is)</font>
<br><font size=2 face="sans-serif"> There are a number of
"game engine" issues which you need to address when using Pd
(this is at the technical/code level)</font>
<br><font size=2 face="sans-serif"> Don't worry about the
patches. Any game is going to have encryption and other copy protection
stuff on it.</font>
<br>
<br><font size=2 face="sans-serif">Please don't ask me to comment on the
details of how PD has been/is being used. However, if you want to
talk about the theory of PD being used in games, especially on a certain
game console which I care about :-) then ask away...</font>
<br>
<br><font size=2 face="sans-serif"> Note: if you are dealing with
a game publisher on the legal aspects of PD, then it is likely that my
company has enough legal agreements with them for me to talk about concrete
uses of PD. Let me know in private email.</font>
<br>
<br><font size=2 face="sans-serif">Mark Danks<br>
Senior Manager, Developer Support<br>
SCEA<br>
</font>
<br>
<br>
<br>
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<td width=40%><font size=1 face="sans-serif"><b>Thomas Jeppesen <jeppesen@skydebanen.net></b>
</font>
<br><font size=1 face="sans-serif">Sent by: pd-list-bounces@iem.at</font>
<p><font size=1 face="sans-serif">12/19/2007 05:01 AM</font>
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<div align=right><font size=1 face="sans-serif">To</font></div>
<td><font size=1 face="sans-serif">PD-list@iem.at</font>
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<td>
<div align=right><font size=1 face="sans-serif">cc</font></div>
<td>
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<td>
<div align=right><font size=1 face="sans-serif">Subject</font></div>
<td><font size=1 face="sans-serif">[PD] Creating auidioengines for games
using PD</font></table>
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<br>
<br>
<br><tt><font size=2>Hi,<br>
<br>
If I wanted to use PD to build an audio-engine for a game, how would the
<br>
copyrights work if the game I was creating the engine for were commercial?<br>
<br>
Also, and I know this is going to be sensitive to some people in this <br>
community, but lets have the discussion anyway, I don't like the idea <br>
about anybody being able to open the audio-engine that I have created <br>
for a commercial game, as easy as they would any PD-patch out there. And
<br>
I'm sure the people I would be working for would hate the Idea. Is there
<br>
an easy or ”normal” solution to locking a patch so it can't be opened
by <br>
anybody?<br>
<br>
I know that PD has been used in the production of the music-engine for
<br>
Spore, but I havn't been able to find details about this particular <br>
project. Does anybody know anything about it that they could share with
us?<br>
<br>
I read a post from Andy Farnell on the sound design mailing list, that
<br>
EA had created their own version of PD for Spore, is that the only way
<br>
to go about it if<br>
you wanted to use PD in a commercial production?<br>
<br>
And last but not least, are there any other know commercial products <br>
(games primarily) out there that has used PD as the audioengine?<br>
<br>
Cheers!<br>
Thomas<br>
<br>
<br>
<br>
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