Gamedev in Lisp. Part 2: Dungeons and Interfaces
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Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#2Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#3Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#4Nice, just this week I started developing a roguelike in Python, but Lisp might be cool as well.
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#5Read the first part when it came back, really excited to read this one. Kudos to the author!
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#6Few (tech) things pull at the heart string more than great projects/articles about Common Lisp. Man what a treat! Read the first part when it came back, really excited to read this one. Kudos to the author!
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#7Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#8The event loop is brilliant example for how much `loop` is a full blown iteration DSL... love it or hate it ;)
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#9The event loop is brilliant example for how much `loop` is a full blown iteration DSL... love it or hate it ;)
I used to scoff at it at first, but after a few years of CL programming loop is one of my favourite CL constructs :)
For an even sillier mind bend, I'm using tagbody to be able to directly transcribe some of Knuth's algorithms as I am learning them.
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#10Earlier quoted context omitted.
I used to scoff at it at first, but after a few years of CL programming loop is one of my favourite CL constructs :)
I'm with you there. Is a bit of a mind bend, as I really disliked it the first few times I saw it. For an even sillier mind bend, I'm using tagbody to be able to directly transcribe some of Knuth's algorithms as I am learning them.