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PostPosted: Wed Oct 03, 2007 3:01 pm 
Technomaniac

Joined: Sun Dec 05, 2004 11:27 am
Posts: 3249
Location: Sydney, Australia
Meh. Who cares what language it is done in. It isn't like they aren't all turing complete :)

The big differentiator between languages seems to be the libraries available, and since the project has got this far, it obviously doesn't have any issues with library availability.

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 Post subject: Re: Mundo 0.8 Released!
PostPosted: Sun Mar 13, 2011 1:43 pm 
Level 1 Cleric

Joined: Sun Mar 13, 2011 1:00 pm
Posts: 12
If I write a game in MingW c++, I'll have to keep it open source. If I write a game in another C++ compiler, I'd have to pay upfront and probably pay royalties if I made any money. If I wrote a game in FreePascal, I'd be writing it in a free compiler with slightly less performance than MingW C++, but what with their modified LGPL agreement, the source code can be completely closed-source and proprietary, with no royalties, etc...beats the hell our of everything, perhaps!


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 Post subject: Re: Mundo 0.8 Released!
PostPosted: Sun Mar 13, 2011 8:51 pm 
Elder Statesperson

Joined: Thu Mar 09, 2006 5:15 pm
Posts: 217
Location: Wellington, New Zealand
formerBGIuser wrote:
If I write a game in MingW c++, I'll have to keep it open source.


http://www.mingw.org/wiki/FAQ#toc11

3 and a half years late and inaccurate.

Good times.

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 Post subject: Re: Mundo 0.8 Released!
PostPosted: Mon Mar 14, 2011 11:36 pm 
Level 1 Cleric

Joined: Sun Mar 13, 2011 1:00 pm
Posts: 12
Thanks for the heads-up: "You as a software manufacturer are free to use the MinGW runtime in your proprietary and OpenSource software as you see fit." That's what I just pasted off that link; thanks again for setting me straight on that point. That word "proprietary" is a good word; I guess I read it a long time ago and didn't decipher the meaning of that word as "proprietary" == "closed_source", such as if they were both the first, second, third or whatever entries in a different enumeration.


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