On Tue, Apr 19, 2016 at 11:29:13AM +0700, Robert Herman wrote:
> What does Alex and everyone else think about implementing a game engine
> from scratch, wrapping a few libraries, or wrapping an entire JS game
This indeed very hard to say. All options are possible, but the decision
depends on the goal and how close existing stuff is to it.
I don't know any game libraries or frameworks. What would be the task of
PicoLisp in such a project? Using the database to model the game world?
> And for a stretch, is there anyway to generate C to be compiled into llvm
> bytecode with llvm-gcc or clang? Or am I missing something, and we can
> somehow make a PicoLisp to llvm module,
For which purpose? What C would you "generate", and what is the role of
> so we can generate JS with
> emscripten? I can see programming a pure PicoLisp game engine, and then
> running it in the browser after it has been translated to JS.
I see not much benefit to write something in PicoLisp and then translate
it to JS. You lose all advantages of PicoLisp, so that writing it
directly in JS is a lot better.