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- License Explained
- -----------------
-
- In this document, we would like to talk about the License Agreement in a
- less formal way -- although it is still the only legal and valid document
- with respect to 3DGM -- and explain a bit our philosophy.
-
-
- About the license agreement:
-
- If the license agreement sounds a bit harsh sometimes, understand that we
- need to legally protect us from piracy or misuse of our technology,
- especially since we are located in Europe and most of our market lies in
- the US and Japan.
-
- Although we do have a lawyer, we entered the software market because we
- like programming and wish to provide our customers with high-quality tools
- that will make us both happy, and have no intention of suing everybody (or
- being sued) all the time.
-
- By preventing our programs to be used in a way that may harm us, we will be
- able to concentrate our time and energy on software development, and
- provide you with even more excellent products -- we've got quite a list
- already!
-
-
- About royalties:
-
- Before we decided to sell 3DGM, we have thought for a long time about the
- implications of making our technology accessible to others -- especially
- after 3 years of development.
-
- We realized one could make much more money by selling an innovative game
- than by selling the actual game engine. We thought for a while about
- keeping 3DGM internal, and releasing a new game every month or so. But
- since we do not wish to get into "industrial" programming, and since the
- Mac's game market is still so open, we decided to relase 3DGM anyway.
-
- It is obvious that you make a lot more money by selling a program to users
- than to programmers, which represent only a (shrinking) small percentage of
- total computer users.
-
- The importance of 3DGM in an application will most of the time account for
- much more than the 3 percent royalties we ask from the sales' revenues. It
- is a way to protects us from being overrun by other people's success and to
- share the rewards. You could take most any game in 2D or slow/ugly 3D, and
- add 3% to its price tag if it features fast nice-looking 3D texture-mapping
- with shading.
-
- We could (or should) have set the percentage higher than 3%, but chose a
- number that nobody would want to negotiate -- at least we won't!
-
-
- About the "Zero Royalty Program":
-
- Although we would have preferred to set a fixed price, and avoid royalties
- or other negotiations altogether, 3DGM applies to such a broad range of
- applications and developers, that this sum was impossible to compute.
-
- We didn't want to penalize small-time developers and students by setting a
- price way out of their reach, but at the same time couldn't sacrifice our
- technology to bigger corporations -- this is why we created the "Zero
- Royalty Program".
-
- An independent programmer who writes a small but attractive shareware game
- will find the modest initial price and the 3% royalties a perfect solution
- -- but not a company with 10 employees and a different distributor (and
- price list) in each country.
-
- Furthermore, a company might not wish to disclose sales figures or other
- confidential information. By agreeing on a flat fee for using 3DGM, a
- company can retain all its autonomy and still benefit from our 3D
- technology.
-
- Once again we would have liked to set a fixed price for the flat fee, but
- we won't charge an about box demo the same than a professional CAD
- application, so we kept the negotiation open. With a fairly simple form to
- fill out, we will make an offer for a flat fee that will probably account
- for much less than 3% of actual sales.
-
-
- About "audits":
-
- We will not normally have to make audits, unless we have a really big
- suspicion that numbers are being tricked, like if everybody in Usenet
- speaks about a game using 3DGM and there are only a reported 30 units sold.
-
- Under normal conditions, you will simply maintain a sales record of your
- 3DGM application, which you would probably do anyway, and send us a signed
- copy of it and a check with 3 percent of the quarterly income.
-
-
- About the source code:
-
- Although the source code is the best proof of 3DGM's quality, some routines
- are highly technological and could be re-used in another program (or
- toolbox) without ever being credited as ours.
-
- It is of course always easier to debug a program with a look on all source
- code, but we implemented some heavy error-checking routines, along with
- clear error messages and documentation to compensate for this.
-
- We will also provide a fairly rapid customer support through e-mail,
- although we won't spend our nights debugging someone else's 20'000 line
- program only to find out the bug had nothing to do with 3DGM itself.
- Anyway, 3DGM's error checking routines are tight enough to spot any problem
- very easily.
-
- Since we will use 3DGM ourselves in games and other programs, correcting
- any bugs will not only be a courtesy -- but a vital need for our own
- product line.
-
-
- About plug-ins and modules:
-
- The license agreement says you need a signed agreement from us before you
- can commercialize a plug-in or module. This is because we need to make sure
- that some evil mind doesn't change the names of a few routines, and then
- sells 3DGM under a totally different name, at a fraction of the price.
-
- If you briefly show us that your plug-in has a sufficiently "thick"
- interface with 3DGM, i.e. that most of 3DGM's calls or parameters cannot be
- accessed from the outside, you should receive a quick positive answer.
-
- For example, we consider an screen saver module with a 3D texture cube in
- which you can put pictures, and change the cube's spinning speed, movement,
- size and lighting as a perfect candidate for a non-double clickable 3DGM
- Application.
-
-
-
- That's it, we hope you now have a clearer image of who we are, and that
- this document helped to understand some points...
-
-
- Virtually Unlimited, SNC
- 24 Chateau-Banquet
- CH-1202 Geneva
- Switzerland
- Internet : main@virtually.mcnet.ch
- Compuserve : 100423,2721
- ftp://FTP.VIRTUALLY.MCNET.CH/virtually
- Voice Mail : (+4122) 310-0806 CET (central European time)
- Fax : (+4122) 733-3115
-