Hi Rob, > 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 initially in a research project at Hokkaido University. 'game' implements an alpha-beta game tree search and is used for example in some games in the PicoLisp distribution's "games/" directory, together with 'grid' for 2-dimensional structures. And all are used heavily in many task in rosettacode.org. > Game frameworks always have keyboard input for movement (WASD keys, arrows, > space, etc... think Asteroids). Sure, that's why I brought up the issue. It is not a serious problem, we just need to decide how (that means: where) the keyboard focus should be handled. > I'll try running some stress tests with the way canvas is now with picoLisp > to see if it can stay at 24 to 30 fps with lots going on. I am busy the > next few days, so I'll get back to you when I can. I would love to stay on > this even after the Spring LGJ to bring gaming to picoLisp! Cool! > Distribution for the any game jam, the simpler the better. That's why I > started looking back to the HTML stuff again. Easy to distribute and plays > on anything with a browser. I am still not sure how picoLisp could work > here. Yes, it is convenient and easy to use, but the drawback is in many cases the network bandwidth. It depends also largely on the game itself. ♪♫ Alex -- UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe