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We have two user-bases in mind: - end-user developers. This is kind of like being a user of any other language, there's no EULA, nothing to sign, you just writ
by julesrms 6y ago
We have two user-bases in mind:
- end-user developers. This is kind of like being a user of any other language, there's no EULA, nothing to sign, you just write SOUL code, test and debug it with whatever tools (which may themselves have a EULA, but probably nothing heavy)
- device and host developers: These are the people writing DAWs, plugins, hardware that can run SOUL code, audio device drivers etc. These are professionals, and licensing is a normal part of life when you're doing this kind of work.
- jdmoreira 6y agoThe JIT for a language must be licensed? I was totally onboard and super excited before I read this thread.
- julesrms 6y agosigh... The JIT engine in your graphics driver stack will contain millions of lines of heavily-licensed, patent-riddled code. But that doesn't stop you as a developer from freely writing a 3D game that runs on it. Same here. Think of it as a device driver. Ideally we'll open-source everything eventually, but anyone who's ever been involved in real-world commercial software development will understand that things aren't always quite that idyllic when you're building a business around it.
- noahadavis 6y agoWhich group would a DAW and plugins developed by a FOSS community like KDE or GNOME belong to?
- julesrms 6y agoWe've been using a BSD-style license to make sure we don't stop those people using it if they want to.