> When I look at lib sim.l for instance, it has a genetic algorithm snippet,
> and some other related, or not-related functions. What is the origin or
> specific use case for sim.l?
You mean @lib/simul.l, right? It is for general simulation purposes. The
genetic algorithm 'gen' was used initially in a research project at
Hokkaido University. 'game' implements an alpha-beta game tree search
and is used for example in some games in the PicoLisp distribution's
"games/" directory, together with 'grid' for 2-dimensional structures.
And all are used heavily in many task in rosettacode.org.
> Game frameworks always have keyboard input for movement (WASD keys, arrows,
> space, etc... think Asteroids).
Sure, that's why I brought up the issue. It is not a serious problem, we
just need to decide how (that means: where) the keyboard focus should be
> I'll try running some stress tests with the way canvas is now with picoLisp
> to see if it can stay at 24 to 30 fps with lots going on. I am busy the
> next few days, so I'll get back to you when I can. I would love to stay on
> this even after the Spring LGJ to bring gaming to picoLisp!
> Distribution for the any game jam, the simpler the better. That's why I
> started looking back to the HTML stuff again. Easy to distribute and plays
> on anything with a browser. I am still not sure how picoLisp could work
Yes, it is convenient and easy to use, but the drawback is in many cases
the network bandwidth. It depends also largely on the game itself.