IMHO it should be trivial to get SDL working with miniPicoLisp. I'd wrap enough of SDL to get a minimal example running and extend it from there. If you put it on GitHub I might help out too! :-)
> 24 apr. 2016 kl. 09:50 skrev Robert Herman <rpjher...@gmail.com>: > > 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. > > Rob > >> 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 >> -- >> UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe >