Actually, I find that you can statically link most libraries on Linux and that tends to remove almost all distribution problems.
best regards, Jakob On 20/04/16 07:57, Alexander Burger wrote: > Hi Rob, > >> HTML5, JS and family come into the picture when you want to distribute or >> share your game. Distribution is king, and sadly it is asking too much to >> have a basic user/player to install PicoLisp so they can play your game, > > Yes, that's the problem. As long as you go for a native Linux solution, > using C libraries and GUI, you run into trouble with distribution. There > are so many different Linuxes around that it becomes a full-time job to > provide turn-key packages for all of them. I addition, PicoLisp may run > also natively on Windows now that Microsoft jumped onto the train. > > An online implementation doesn't have these problems, but has other > limitations. > > As I said, it all depends on the type of game, and on which is based. > Some JavaScript framework is probably the easiest, it would communicate > with a PicoLisp server in a similar way as @lib/canvas.l and > @lib/canvas.js, using XMLHttpRequest(). > > ♪♫ Alex > -- UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe