At first, I only wish to create something quick, so I am ready for the game
jam. I can add platforms or polish later. I think what you are suggesting
is embedding miniPicoLisp as a scripting language, if I understand you and
PicoLisp correclty.

I am really looking to use miniPicoLisp as the game framework, only leaning
on SDL2.0 or CSFML as the engine underneath to deal with keyboard i/o,
event handling, sound, graphics and networking. I guess maybe it's the same


On 22 April 2016 at 15:18, Jakob Eriksson <> wrote:

> I'd say it's rather simple to embed minipico into any framework
> which can be used with plain C.  So that should open up Android
> and iOS too. Although never underestimate the practical troubles
> with compiling on 4 platforms if you are only one developer. :)
> Been there, done that. :)
> // Jakob
> On 22/04/16 04:24, Robert Herman wrote:
> > All true Alex and Jakob.
> >
> > I am not trying to develop something professional, so that leaves me two
> > choices:
> >
> > 1. Implement a very simple framework, and handcraft all of the
> > requirements it in miniPicoLisp (thx Christophe! I had put it aside for
> > a year and forgot) that wraps SDL2, which is C-based, and then I can
> > distribute the miniPicoLisp executable for the target platform (Windows,
> > Linux, Mac) with the SDL2.dll or .SDL2.a and other data files (.jpg, ogg
> > or .wav, etc...).
> >
> >   * This is a perfect real world example of this path. A guy whose
> >     handle is rxi on <> and Twitter created a
> >     "Lisp-shaped" language called aria, and then did a jam with it in a
> >     final game called pulsr. Aria is very minimal - no vectors or hash
> >     maps, only lists, but supports lambdas, macros, has a garbage
> >     collector and a C api:
> >       o
> >       o
> >       o You can download both, build aria, and then extract pulsr. In
> >         pulsr there is a folder called pak0. Add .tar.gz to the end of
> >         the folder name (pak0.tar.gz), and extract it. You will then
> >         have a folder with the source to the game. Delete the pak0
> >         folder or move it, since the pulsr exe will try and execute that
> >         first (per rxi, I haven't tested it).
> >       o He basically modularized his framework in a lot of files. No
> >         criticism from me, but I would like to base mine on a more
> >         traditional frame, or skeleton for doing future jams.
> >       o miniPicoLisp should work. No multi-player without networking,
> >         and no db to hold entity structures like maps or characters, but
> >         SDL2 has all of the input/keyboard handling, graphics and sound
> >         covered for you. So maybe simply wrapping SDL2 and creating a
> >         better structure or framework?
> >
> > 2.  Copy an existing JS game framework (Phaser), and make it
> > programmable in PicoLisp proper, and just export JS/HTML5/CSS. You have
> > done a lot of the work on this already, I believe.
> >
> > I am favoring option 1, and not distributing to Android and iOS for now

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