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Gamedev in Lisp. Part 2: Dungeons and Interfaces

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Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#21

Wow! Your package.sh and in general managing builds for three operating systems is a master class in itself - reading through the GitHub repo was a good learning experience. I usually build command line Common Lisp apps in SBCL or LispWorks, but I might do the next one in ECL because having builds for both macOS and Linux would be cool, and it would be fun to try something new.

Oh thanks! I've been building that CI stuff on top of CL infrastructure for a few years now, and it constantly breaks :D

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#22

Earlier quoted context omitted.

I don't understand why turning a simple loop into a 'mindbend' is considered good. The downfall of programming is complexity, if you're getting your mind blown by a loop how are you going to do the rest of the program?

Something can be mindbending in its implementation, but offer a very convenient interface at the same time. If mindbending isn't relating to its usage, but to its implementation, then I could see, how it could still be a good thing.

How does that relate to a simple loop construct though? Why would you want that to be mind bending in interface or implementation? Every other language makes it as simple as possible.

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#23
post #9

Earlier quoted context omitted.

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.

I don't understand why turning a simple loop into a 'mindbend' is considered good. The downfall of programming is complexity, if you're getting your mind blown by a loop how are you going to do the rest of the program?

He started with a bent mind though.

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#24
post #7

The event loop is brilliant example for how much `loop` is a full blown iteration DSL... love it or hate it ;)

Why loop when you can https://iterate.common-lisp.dev/ instead? No s-expr-less alien syntax, no need for `do` to switch to back to Lisp syntax, normal `if`/`when` without the ugly `else`/`end` and generally useful features added.

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#26
post #7

The event loop is brilliant example for how much `loop` is a full blown iteration DSL... love it or hate it ;)

Why loop when you can https://iterate.common-lisp.dev/ instead? No s-expr-less alien syntax, no need for `do` to switch to back to Lisp syntax, normal `if`/`when` without the ugly `else`/`end` and generally useful features added.

Have they fixed the problem in Iterate yet where it breaks any uses of the built-in count function?

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#27
This is a very good read. I’m developing a multiplayer, third-person, spell-based shooter game using Lisp (ClojureScript). It’s a 3D web-based game. I’ll also be writing a blog post about my journey, including the tools and abstractions I created for the project. If you’re interested, here’s a demo link: https://wizardmasters.io

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#28

This is a very good read. I’m developing a multiplayer, third-person, spell-based shooter game using Lisp (ClojureScript). It’s a 3D web-based game. I’ll also be writing a blog post about my journey, including the tools and abstractions I created for the project. If you’re interested, here’s a demo link: https://wizardmasters.io

Jon Blow tried to make a game like this way back. It might be worth learning how/why it failed.

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#29

This is a very good read. I’m developing a multiplayer, third-person, spell-based shooter game using Lisp (ClojureScript). It’s a 3D web-based game. I’ll also be writing a blog post about my journey, including the tools and abstractions I created for the project. If you’re interested, here’s a demo link: https://wizardmasters.io

Jon Blow tried to make a game like this way back. It might be worth learning how/why it failed.

Link to any video or anything on the subject?

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#30
This is what all technical tutorials should look like. Well-composed and generally free of grammatical errors, spends just the right amount of time explaining each new topic as it is introduced, comes with full code samples, and includes visual samples of what the code does. Also, lengthy enough to treat the material in depth, while still being sufficiently self-contained that I can follow along -- without having read part 1 and without more than a few months of Common Lisp under my belt from a couple years back (tho I've done a decent amount of Clojure and Emacs Lisp.)

Bravo, awkravchuk/Andrew :^)

(Crossposted from https://mxjn.me/2024/10/17/1)

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