Good job!
2015年11月13日 21:48,"David Thompson" <dthomps...@worcester.edu>写道:

> Greetings Guilers,
>
> I am happy to announce the release of Sly 0.1.  I've been sitting on
> this code for a long time now, and it's great to finally release it.
>
> Download
> --------
>
> 0.1 release tarball: http://files.dthompson.us/sly/sly-0.1.tar.gz
> SHA1: 9936a8f6ac62a276919134cb92546620475a1c29
>
> About Sly
> ---------
>
> Sly is an experimental 2D/3D video game engine written in pure Guile
> Scheme.  It builds upon OpenGL and SDL to provide a fun, hackable
> environment for writing games.  Think of it like Emacs but for games.
> Unlike traditional game engines which focus on imperative
> object-oriented programming with mutable data, Sly exposes a functional
> interface and promotes the use of persistent, immutable data structures.
>
> The REPL takes center stage in Sly, as it should.  Rather than the
> traditional edit, compile, restart cycle of game development, games
> written in Sly can be easily changed at runtime thanks to the integrated
> REPL server.  To develop a game with Sly, you start with a blank screen,
> connect to the REPL server, and iteratively build the game model and
> interactive features.  Using Emacs + Geiser for this is a joy, BTW.
>
> Video game state changes are very asynchronous which manifests in most
> game engines as a collection of event-based callback functions, or
> "callback hell" for short.  In Sly, this is abstracted and formalized
> into a "functional reactive" programming interface.  "Signals" are
> used to represent time-varying values, and hackers can use analogs of
> the usual functional friends (map, fold, filter, etc.) to transform
> signal values with respect to time.  The result is a more declarative
> program that automatically responds to state changes.
>
> This initial alpha release of Sly features many example programs
> (found in the 'examples' directory) to show off basic features.  This
> includes things like a Minesweeper clone, a 2048 clone, and Conway's
> game of life.
>
> Sly is still a young project with many limitations:
>
> * No 3D model loading
> * Half-baked interface to GLSL shaders
> * Slow rendering engine
> * No sound effects or music
> * No lighting
> * No sprite batching
> * No instanced rendering
> * Still using SDL 1.2 instead of the much improved SDL 2.0
> * Incomplete documentation
>
> Help wanted!  I've learned a lot about OpenGL so far, but I could use
> more hands to help improve the renderer's feature set and performance.
>
> Sly is licensed under the GNU GPL version 3 or later, because there's
> enough permissively licensed game engines as it is.
>
> In lieu of a mailing list or bug tracker, feedback and bug reports can
> be sent directly to my personal email address.  Please join #sly on
> Freenode for friendly discussion about the project.
>
> More information, including (incomplete) documentation, can be found
> on Sly's home page: <http://dthompson.us/pages/software/sly.html>
>
> My search for a more enjoyable way to build video games was what lead me
> to the Guile community just over 3 years ago now.  It's been quite the
> ride!  I hope that you enjoy Sly and see the potential for its future
> development.
>
> Happy hacking!
>
> --
> David Thompson
> GPG Key: 0FF1D807
>
>

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