I'd really like to understand how live reloading works a bit better, especially when editing variables that some running thread depends upon. Is there an overall strategy here? Do I implement locking around variables that I intend to play with at runtime?
Technical overview of Kandria, a game and game engine developed in Common Lisp
31–36 of 36 posts
Re: Technical overview of Kandria, a game and game engine developed in Common Lisp
#32>> One thing I do have to mention though is that the workflow in Lisp allows me to create these support libraries much faster than I can in other languages. I'm at that stage in my lisp journey (~18 months) where i know enough to be dangerous to others around me, i.e. i'm still a lisp n00b but have completed a few lisp & scheme books and written enough projects that i feel fairly productive. BUT i haven't reached, ne…
Could you expand on the REPL bit? Having worked with JS, Python and Elixir, they feel more or less the same. What’s Lisps have that these don’t?
Re: Technical overview of Kandria, a game and game engine developed in Common Lisp
#33Earlier quoted context omitted.
From the post: > The same doesn't apply to the player sprite, as Aseprite takes minutes to compile the atlas for the nearly 1000 frames we have. Why does compiling a sprite atlas for the player take 60ms/frame?
I'm sure Aseprite could be further optimised to press down the constant factor, but it is performing a rect packing algorithm among other things, which is an NP-hard problem.
However, most people just use a recursive biggest-fit-first ¹), a simple heuristic that is surprisingly hard to beat for most workloads.
I couldn't figure out what Aseprite is doing from their website or documentation, but if it's not that then it might be worth it writing your own sprite packer.
Re: Technical overview of Kandria, a game and game engine developed in Common Lisp
#34Heya, I'm the author of the article. I've been working on Kandria full time for close to two years now, and on-and-off for some years while I was doing my Master's at ETH. The engine it's running on, Trial, is a few years older still, and initially just started out of the good ole university boredom and curiosity. Games is how I got into programming when I was about 6, and that particular fever hasn't left me yet it…
Re: Technical overview of Kandria, a game and game engine developed in Common Lisp
#35Heya, I'm the author of the article. I've been working on Kandria full time for close to two years now, and on-and-off for some years while I was doing my Master's at ETH. The engine it's running on, Trial, is a few years older still, and initially just started out of the good ole university boredom and curiosity. Games is how I got into programming when I was about 6, and that particular fever hasn't left me yet it…
This project looks awesome! I really like art, and it's exceptionally cool that you're using Common Lisp. As someone that often gets lost in the engineering (aka "fun") aspects of building things, my one piece of advice would be to make sure you put enough energy into marketing your game to ensure it reaches as wide an audience as possible and none of your efforts go to waste. Looking on reddit, I see a lot of posts…
Re: Technical overview of Kandria, a game and game engine developed in Common Lisp
#36Earlier quoted context omitted.
I'm sure Aseprite could be further optimised to press down the constant factor, but it is performing a rect packing algorithm among other things, which is an NP-hard problem.
The bin packing problem is NP-hard, but rectangle packing is "merely" NP. However, most people just use a recursive biggest-fit-first ¹), a simple heuristic that is surprisingly hard to beat for most workloads. I couldn't figure out what Aseprite is doing from their website or documentation, but if it's not that then it might be worth it writing your own sprite packer. ¹) https://codeincomplete.com/articles/bin-packi…