Re: OpenGL and miniPicoLisp

2016-04-25 Thread Robert Herman
I'll keep you posted, thanks. I did venture into Lua for a very little
while, and I came away thinking I would just do it in C at a certain point,
or python, since it is more ubiquitous.  I am now looking at PicoLisp for
livecoding too, not just gaming.

Rob

On 25 April 2016 at 13:03, Jakob Eriksson  wrote:

> 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 :
>
> 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  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 :
>>
>> 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
>>> --
>>> UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe
>>>
>>
>>
>


Re: OpenGL and miniPicoLisp

2016-04-25 Thread Jakob Eriksson
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 :
> 
> 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  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 :
>>> 
>>> 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
 --
 UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe
>