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Article #1910

Re: Licensing fees

#1910
From: olsen_jo
Date: Wed, 27 Jan 1993 22:30
34 lines
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In article <C1HDy2.GIM@watserv1.uwaterloo.ca>, fdscussi@sunee.uwaterloo.ca (Frank Scussion) writes:
> A friend and I are designing a graphics library for use in games, and we're
> wondering what we can expect game development houses to license it for (i.e.
> what sort of licensing fees are reasonable).

It had better be the hottest library in the universe if you expect any
development houses to use it.  They already have their own, and are producing
games with them.  Switching would cause the programmers to go through a new
learning curve.  If yours is obviously easier and faster, they may use it,
but you've got a very hard-to-convince customer.

Nobody is going to use a package where they have to pay a fee per copy 
unless you have a corner on the market.  32 bit DOS extenders used to fit
into this category, but don't any more.

Some packages work well as shareware, but graphics libraries don't have 
much of a market when compared to complete applications.

Sorry to rain on your parade, but I don't see any way of making much money
from a graphics library without working with a compiler company and getting
it included as part of their package.  If you are happy trading $$ for
recognition, you will be competing with xlib04 and yak packages.
 
> Anyone out there done anything similar?

Xlib04 is out there, runs great, does fast graphics, and is public domain.
They will be hard to compete with on price for a PC VGA graphics lib. :^)

I haven't used yakicons but I hear it is similar, but there are areas
where xlib and yak don't overlap.

John Olsen
olsen_jo@uvadm.uvcc.edu
jolsen@titan.wordperfect.com
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From: olsen_jo@cc.uvcc.edu
Subject: Re: Licensing fees
Message-ID: <1993Jan27.153031.1@cc.uvcc.edu>
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Organization: Utah Valley Community College
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Date: Wed, 27 Jan 1993 22:30:31 GMT