I completely understand you abandoning the open source development once you sold the tech under a commercial license. I guess something like this is simply too narrow to carry some dual licensing scheme supported only by yourself. I was just wondering about the removal. If someone really wanted to build another (even commercial) ‘competitor’ partly of your tech they still could (keeping the LGPL), so it seemed slightly revisionist and pointless. Especially if there were, as you say, little interest.Nick said:We had to break with the SourceForge projects to prevent it from influencing the TransGaming products. Sure people can place the source code in a new project with the same license, but what's the point other than offering a backup? The SourceForge projects died about a year ago and nobody seemed to care. I never got any significant contributions even when they were under very active development. Taking things commercial was a natural evolution and the only way forward for this technology.
Anyway: Good luck with the venture. Could you give some concrete examples with regards to performance? I see that you have included an .ini file for MaxPayne: Any examples of games that can are playable on, say, a typical P-M 1.7 w/Extreme Graphics II that can be run with SwiftShader that can't without it (or can, but shaderless)?