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  OpenJDK?  (Read 309 times)
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Offline hobbles

Junior Devvie


Medals: 4
Exp: 50 years


hmm what


« Posted 2019-09-06 03:14:27 »

I looked up all over the place if you can sell a game you made with openJDK and cant find a direct clear answer. The posts I've seen that brings it up are just a bit vague on the answer and never just a yes or no. If you are like, where have you been? Living under a rock? Well apparently yes.... yes I have been. I went to start up a project again to find that since I used Java 8 last there is all of a sudden Java 12 now along with openJDK. I also went to try out openJDK 12 cause I never minded upping to the next versions and was like ooh new and shiny! Couldn't even compile a dang project, what on earth are they even doing anymore..... It doesn't like libgdx or something but that's not what I'm here for. The chances of completing a game is slim to none but just on the off shoot I did... it would be nice to know that I could sell it. So... could I sell a game for money... without a commercial JDK license using openJDK? First I can't make browser games anymore and now this.... F

I'm upset I didn't capitalize the H in my name...
Offline princec

« JGO Spiffy Duke »


Medals: 1103
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #1 - Posted 2019-09-06 07:14:32 »

Yep, OpenJDK is free to use, and you can muck about with the contents too, provided you link back to a repository of your modifications.

Our stuff is distributed using OpenJDK on Mac and Linux.

Only recently have we made the move to JDK11 though - it's a colossal PITA because of the module system combined with poor IDE support. We've gotten around it by, er, not using modules.

Cas Smiley

Offline philfrei
« Reply #2 - Posted 2019-09-06 19:18:36 »

As princec say, OpenJDK can be used for commercial games without paying for any license.

The workaround I've been using for development: in Eclipse I forego modules, in which case (if I understand correctly) the project is treated as a single module that makes use of all of Java modules.

Then, you can still make a .jar, and then follow this tutorial for building a customized runtime using JLINK.

And Inno-Setup 6 (for Windows) or this MacOSX hack can be used to make an installable.

I'm looking into revising the tutorial I wrote on command-line modular compilation, updating for JavaFX 11 (OpenJFX 11 is the LTS, and also can be used for commercial games), and will see if there is a better way than "crash-surfing" to figure out the contents of the needed module-info.java.

I assume the folks supporting/promoting LibGDX would have tutorials by now on how to use their library with the major IDEs. My first guess is that (with Eclipse) LibGDX would be added as an external jar or library in the build configuration, possible on the Module Path instead of the Class Path. But I haven't looked into this since I don't use it.

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Offline hobbles

Junior Devvie


Medals: 4
Exp: 50 years


hmm what


« Reply #3 - Posted 2019-09-07 00:31:55 »

Yep, OpenJDK is free to use, and you can muck about with the contents too, provided you link back to a repository of your modifications.

Our stuff is distributed using OpenJDK on Mac and Linux.

Only recently have we made the move to JDK11 though - it's a colossal PITA because of the module system combined with poor IDE support. We've gotten around it by, er, not using modules.

Cas Smiley

Oh wow I remember that avatar. Thanks for the reply, good to know. Like I said it just seemed like they tried to make it as unclear as possible at least from the places I was reading. I also found out what was up with the error compiling earlier as well. Not ready to move to Linux  Cheesy, it's just so hard when doing anything on it is so much more tedious. Compiled it on my dekstop with windows 10 with the same version of Java with no issues except for the chastising of libgdx for doing something it didn't like, just a warning though. One day you will be my main OS Linux, just not this day.

I'm upset I didn't capitalize the H in my name...
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