Hi Rob, > HTML5, JS and family come into the picture when you want to distribute or > share your game. Distribution is king, and sadly it is asking too much to > have a basic user/player to install PicoLisp so they can play your game,
Yes, that's the problem. As long as you go for a native Linux solution, using C libraries and GUI, you run into trouble with distribution. There are so many different Linuxes around that it becomes a full-time job to provide turn-key packages for all of them. I addition, PicoLisp may run also natively on Windows now that Microsoft jumped onto the train. An online implementation doesn't have these problems, but has other limitations. As I said, it all depends on the type of game, and on which is based. Some JavaScript framework is probably the easiest, it would communicate with a PicoLisp server in a similar way as @lib/canvas.l and @lib/canvas.js, using XMLHttpRequest(). ♪♫ Alex -- UNSUBSCRIBE: mailto:[email protected]?subject=Unsubscribe
