![]() You provide a configuration setting where a player can choose to redirect this behaviour to use a different UCI-compatible chess engine if they so choose, so the two programs can operate independently of each other. Your game runs the Stockfish program, communicating with it using Universal Chess Interface commands. Here is a sketch of how I think you could proceed:Ĭreate an installer for your game that installs your Unity executable and assets in one place, and Stockfish separately. I am not an expert in this matter, so I will leave this as a community wiki to be updated by other users. Separate programs-but you have to do it properly. Kernel, or like an editor and a shell, then you can treat them as two If the two programs remain well separated, like the compiler and the Stockfish was based on a chess engine created by Tord Romstad in 2004 that was developed further by Marco Costalba in 2008. It is a free open-source engine that is currently developed by an entire community. That they are not combined in a way that would make them effectively a Stockfish is the strongest chess engine available to the public and has been for a considerable amount of time. Sure that the free and non-free programs communicate at arms length, ![]() However, in many cases you can distribute the GPL-covered softwareĪlongside your proprietary system. You still have other options if your game is proprietary: Redistribute, understand, and modify a program. The goal of the GPL is to grant everyone the freedom to copy, We are pleased to announce that we have found an agreement (PDF in German and English) that strengthens the Stockfish project in its aim to deliver the world’s number 1 chess engine as Free Software and that allows ChessBase to distribute our software in the future. ![]() You cannot incorporate GPL-covered software in a proprietary system. You cannot incorporate Stockfish into a proprietary product, in the sense of bundling them together so that the user perceives them as a single program - which arguably describes typical methods of using 3rd-party plugins within your Unity project. You can implement their code as a plugin in your game, as long as you plan for your game to also be GPL-licensed.
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