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Looks like they changed their license from LGPL to zlib as well. I wonder if this will increase adoption, or if it just was so Valve could use it in Steam for Linux.


>The really big news is the license change: SDL2 is now covered by the zlib license, whereas previous versions were/are using the GPL/LGPL license.

>This means that it's okay to statically link SDL2 into your game, instead of needing to ship a folder full of shared libraries! xD

source: [1]: http://www.reddit.com/r/gamedev/comments/1k9ila/sdl_20_has_b...


Given that Starcraft 2 have LGPL code in it, I sincerely doubt that games stores had any part in the decision.


I doubt it would be a huge issue for Valve; they already use LGPL code. However, it's often a big deal for small developers; simpler licenses mean simpler due diligence on investment and such, and a lot of companies are cautious of LGPL in anything that they'll be distributing.


Also pretty much required to get applications sdl to ios/android store.


The Play Store is pretty much license-agnostic. At least there is no policy preventing GPL works that I know of.


While the FSF discourages use of the Android marketplace, they do say there's no specific GPL conflict. Compliance is potentially a bit more of a pain for the developer, of course; strictly speaking they have to make sure the LGPL-covered code is available for download for three years after distribution ends. They also strictly speaking have to provide a mechanism to re-assemble the app; example here: http://sparrowmailapp.com/lgpl.php (though note that a lot of people just don't bother).




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