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.
Gamedev in Lisp. Part 2: Dungeons and Interfaces
21–30 of 68 posts
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#22Earlier 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.
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#23Earlier 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?
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#24The 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
#25Love it!
Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#26The 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
#27Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces
#28This 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
#29This 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
#30Bravo, awkravchuk/Andrew :^)
(Crossposted from https://mxjn.me/2024/10/17/1)