On 22/04/16 10:27, Robert Herman wrote:
> I am really looking to use miniPicoLisp as the game framework, only leaning
> on SDL2.0 or CSFML as the engine underneath to deal with keyboard i/o,
> event handling, sound, graphics and networking. I guess maybe it's the same
I'd say I
I have used 8th programming language , a Forth, where the same code
compiles to Linux, Windows, Android, OS X and iOS. SDL2 is on all
platforms, and there are games made with it, so maybe the same could be
done for PicoLisp. The Red Language libs and all is under 1mb , and it
At first, I only wish to create something quick, so I am ready for the game
jam. I can add platforms or polish later. I think what you are suggesting
is embedding miniPicoLisp as a scripting language, if I understand you and
I am really looking to use miniPicoLisp as the game
I'd say it's rather simple to embed minipico into any framework
which can be used with plain C. So that should open up Android
and iOS too. Although never underestimate the practical troubles
with compiling on 4 platforms if you are only one developer. :)
Been there, done that. :)
All true Alex and Jakob.
I am not trying to develop something professional, so that leaves me two
1. Implement a very simple framework, and handcraft all of the requirements
it in miniPicoLisp (thx Christophe! I had put it aside for a year and
forgot) that wraps SDL2, which is C-based,
Actually, I find that you can statically link most libraries on
Linux and that tends to remove almost all distribution problems.
On 20/04/16 07:57, Alexander Burger wrote:
> Hi Rob,
>> HTML5, JS and family come into the picture when you want to distribute or
>> share your
> HTML5, JS and family come into the picture when you want to distribute or
> share your game. Distribution is king, and sadly it is asking too much to
> have a basic user/player to install PicoLisp so they can play your game,
Yes, that's the problem. As long as you go for a native Linux
If you need more portability and don't need the DB, you could
And what about Ersatz ?
I was brainstorming, and reaching out to any other possible graphics/game
devs that might also be interested in using PicoLisp. For me, I know what
I want. I want to be able to code my game in PicoLisp, and run it as is on
my Linux box. I would only require a minimal game framework, which
On Tue, Apr 19, 2016 at 11:29:13AM +0700, Robert Herman wrote:
> What does Alex and everyone else think about implementing a game engine
> from scratch, wrapping a few libraries, or wrapping an entire JS game
This indeed very hard to say. All options are possible, but the decision
1. 2048 in my repo already
2. the hardest part of tetris implemented too, but without simul.l
I'm on my iPad and cannot check sources, but didn't Alex or somebody
implement 2048 already? Or do you mean in HTML5?
What does Alex and everyone else think about implementing a game engine
from scratch, wrapping a few libraries, or wrapping an entire JS game
Alex made an RC flight sim
On Fri, Apr 15, 2016 at 7:33 PM, Alexander Burger
> On Fri, Apr 15, 2016 at 08:35:04PM +0700, Robert Herman wrote:
> > Hey, everyone, I am thinking on participating in the Lisp Game Jam coming
> > up in just 13 days.
Yes, simul.l. I need to sleep!
I'll also investigate HTML idiosyncrasies more this week. It cannot be
ignored in today's world.
But, to do a desktop app, has SDL2, or the older SDL lib been wrapped for
picoLisp, or is there an advantage of handling this natively with picoLisp?
> When I look at lib sim.l for instance, it has a genetic algorithm snippet,
> and some other related, or not-related functions. What is the origin or
> specific use case for sim.l?
You mean @lib/simul.l, right? It is for general simulation purposes. The
genetic algorithm 'gen' was used
When I look at lib sim.l for instance, it has a genetic algorithm snippet,
and some other related, or not-related functions. What is the origin or
specific use case for sim.l?
Game frameworks always have keyboard input for movement (WASD keys, arrows,
space, etc... think Asteroids). I have
On Sun, Apr 17, 2016 at 12:20:42AM +0700, Robert Herman wrote:
> That did it, Alex. Now onto looking at the libs to see what has been
> implemented in HTML5 Canvas.
Good. The function list can be easily extended if necessary.
One important issue needs still be decided: Do you need key events in
That did it, Alex. Now onto looking at the libs to see what has been
implemented in HTML5 Canvas.
Any ideas on the maximum amount of entities, and what type, can be rendered
Most importantly, how could I package the final picoLisp/HTML5 game for
folks that don't have or want to
On Sat, Apr 16, 2016 at 08:50:22PM +0700, Robert Herman wrote:
> There is hope yet!
> It works, and I get up to 420 Hz.
Wow! Very fast.
> The httpGate command seems to execute,
> however, if I put in http://localhost the page cannot connect. I have to
The simplest is to start it (as root) as
There is hope yet!
It works, and I get up to 420 Hz. The httpGate command seems to execute,
however, if I put in http://localhost the page cannot connect. I have to
put in http://localhost:8080 in both Firefox and Midori (Opera). Is there a
way to know if httpGate is running? I don't see it with
On Sat, Apr 16, 2016 at 07:02:57PM +0700, Robert Herman wrote:
> Cool. I am only getting around 2.80 Hz maximum over my 3G/4G WiFi hotspot.
> I usually see 150 KBs to 300 KBs (1.2 to 2.5 mb/s).
In fact it is not the data rates but the ping times which are relevant
> I cannot run the
Cool. I am only getting around 2.80 Hz maximum over my 3G/4G WiFi hotspot.
I usually see 150 KBs to 300 KBs (1.2 to 2.5 mb/s).
I cannot run the example locally for some strange reason. I had the
rectangle example working earlier. Does this example require running
httpGate too? I kind of know what
> A simple game engine only requires a main loop to set things up, and a draw
> loop to update the screen for animation. Do you think the current picoLisp
> libs with Canvas can support a 30 fps update of a 640x480 screen of
> bitmapped graphics?
This does not depend much on the canvas
Yes, I definitely have ideas, but the tools and my talent determine how far
I prune them back! I am currently in the Ludum Dare #35 challenge (48 hours
to create a game from scratch by yourself, all original). This is the LD
Compo, vs. the LD Jam where you get 72 hours. The Spring 2016 Lisp Game
On Fri, Apr 15, 2016 at 08:35:04PM +0700, Robert Herman wrote:
> Hey, everyone, I am thinking on participating in the Lisp Game Jam coming
> up in just 13 days.
> I invite all picolispers to try, so picolisp gets some love from the gaming
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