Well, that answers a lot, thanks. Textures are great, but not the end, but
X11 would have to go, since that would only work on Linux and Mac? How hard
do you think it would be to replace X11? If it is very hard, it would be
best to just interface to SDL2, and have sound, graphics, i/o, and
networking out of the box. Still trying to figure if it is easy to get SDL2
working with miniPicoLisp...sans networking.


On 24 April 2016 at 14:38, Alexander Burger <a...@software-lab.de> wrote:

> On Sun, Apr 24, 2016 at 09:46:28AM +0700, Robert Herman wrote:
> > I think Java is valid, but this is for fun, and to further my PicoLisp
> > education. Plus I think Ersatz is slow even for Java, no?
> Indeed.
> > pure PicoLisp, the way Alex did in his RC simulator. Althought, that was
> > 64-bit PicoLisp, which relies on the 'native' function (where is that
> in @src64/main.l
> > defined?), and a custom lib for everything, no openGl? I know there is a
> Yes, all drawing is done pixel by pixel into buffers, and then copied to
> an XWindow.
> > to a limitation ;)
> > I will look at your rcsim code, Alex, and maybe I can grok enough to use
> it
> > for a game lib?? I find digging into the code more and more interesting
> It would be possible to use @lib/z3d.l in a game like misc/rcsim.l, but
> it has a lot of limitations (e.g. no textures). On the other hand it is
> completely independent from any libraries except X11 (which might be
> replaced by some other window system).
> ♪♫ Alex
> --
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