   Non open source gaming library.
  I'm making a library called CGML. My website for it is cgml.webs.com. The library is finished in the first version, however, we do not want anyone stealing our code, and would like to know how to make an includable C++ library. Of course, on Windows, you would use .dll's and .lib's. On macs, however, I am trying to use a .dylib. There are no good tutorials on how to make one, if there is a better way than a .dylib, then please share. Visit cgml.webs.com for more information on my library. Also, if any of you are confused, it IS cross-platform.   
  Also, if you have any ideas for the next version of CGML, please tell, I would love to hear ideas. However, I would not like to work on the next version, until I finish the release of CGML.   ;  Unless you're planning on selling your library, why not just let users see the code?edit: oh, and one post about this would probably have been enough.   ;  We are planning on selling it, version 1 is a beta test, essentially. Version 1 is the free, beta version. Sorry for any confusion.   ;  Phynix is my co-worker, and I thought that I could reword that, and not focus completely on a dylib. To be open to anything that could be used instead of a dylib.   ;  No offense, but judging by the relatively simple questions you've posted and the little I've gleaned from your website, it's unlikely that your library will be of sufficiently high quality to sell.   ;  Hmmm... I would like to argue otherwise, but as it is not released yet, I cannot say otherwise, because I have no proof. I know there is alot of competition. But this is the beta. I would like to give proof. But, as it has not been released, I have no proof. As of now, the "About CGML" part of the website describes the many features it does. I cannot tell what other people will say about it, but that is what a beta test is for. I can only hope that people like it. I'm not saying it will be successful. For one, I enjoy making libraries. Secondly, I enjoy strategy, if it is successful, I am in the game, and it is win or lose, business strategy. I thank you for being honest though. But I will try and challenge the criticism, accepting defeat, if defeat is what happens.   ;  Pics or it did not happen :). You can show pictures and videos without releasing the code to "proof" it ;-).And to be honest, I don't see much market in small game libraries, there's too many big free one's already available. My best bet would be making it open-source really. But then again, I'm a hobby programmer, not intended to make any money with it.From the description I don't see much special yet. Also, what external libraries do you use? SDL? Some of those libraries may not be used by commercial apps, so watch it.   ;  OK, we (finally) found the answer. Also, thanks for all of the ideas (constructive criticism) on CGML! And it's sort of obvious that cgml isn't the best. It really can't compare to engines such as Valve's Source SDK.   ;Quote:Original post by PhynixWe are planning on selling it, version 1 is a beta test, essentially. Version 1 is the free, beta version.Quote:Original post by PhynixAnd it's sort of obvious that cgml isn't the best. It really can't compare to engines such as Valve's Source SDK.Since you say you plan to sell this eventually, it is not really a question of competing with a commercial engine like Source.It is more a question of how it competes with existing free game engines such as Ogre, Irrlicht or any of the many other free engines available.Unless you can seriously differentiate from the many existing free engines, some of which are very well tested and have large and active communities supporting them, it is unlikely that CGML will ever be commercially viable.As a free engine, it's a fine project, but I wouldn't quit the day job [smile].   