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 thing? Rob On 22 April 2016 at 15:18, Jakob Eriksson <[email protected]> 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 itch.io <http://itch.io> 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 https://rxi.itch.io/pulsr > > o https://github.com/rxi/ari > > 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
