On Tue, Apr 19, 2016 at 11:29:13AM +0700, Robert Herman wrote: > What does Alex and everyone else think about implementing a game engine > from scratch, wrapping a few libraries, or wrapping an entire JS game > framework?
This indeed very hard to say. All options are possible, but the decision depends on the goal and how close existing stuff is to it. I don't know any game libraries or frameworks. What would be the task of PicoLisp in such a project? Using the database to model the game world? > And for a stretch, is there anyway to generate C to be compiled into llvm > bytecode with llvm-gcc or clang? Or am I missing something, and we can > somehow make a PicoLisp to llvm module, For which purpose? What C would you "generate", and what is the role of LLVM then? > so we can generate JS with > emscripten? I can see programming a pure PicoLisp game engine, and then > running it in the browser after it has been translated to JS. I see not much benefit to write something in PicoLisp and then translate it to JS. You lose all advantages of PicoLisp, so that writing it directly in JS is a lot better. ♪♫ Alex -- UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe