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 <>:
> 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 <> 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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