You are welcome to. I have been exploring Lua lately and have been longing to do some PicoLisp again. Lua is nice but it ain't no Lisp. :)
> 24 apr. 2016 kl. 11:31 skrev Robert Herman <rpjher...@gmail.com>: > > I might take you up on that, Jakob! At the moment, I am exploring options > regardless of the game jam. I would think it were easy to wrap SDL2, since > another person I know wrapped a few functions from SDL to compile under ECL > for a Ludum Dare Game Jam. I don't know enough of miniPicoLisp. I thought it > wouldn't be able to handle big nums, but I'm not sure that's necessary for > glut (floats)? I have holes in my programming knowledge in general, since I > am self-taught, and have not programmed for a living for the most part. But, > I did start in 1979! > > Rob > > BTW, I am currently in +7 GMT. What time zone are you guys in? > >> On 24 April 2016 at 15:04, Jakob Eriksson <ja...@aurorasystems.eu> wrote: >> 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 >