All true Alex and Jakob. I am not trying to develop something professional, so that leaves me two choices:
1. Implement a very simple framework, and handcraft all of the requirements it in miniPicoLisp (thx Christophe! I had put it aside for a year and forgot) that wraps SDL2, which is C-based, and then I can distribute the miniPicoLisp executable for the target platform (Windows, Linux, Mac) with the SDL2.dll or .SDL2.a and other data files (.jpg, .ogg or .wav, etc...). - This is a perfect real world example of this path. A guy whose handle is rxi on itch.io and Twitter created a "Lisp-shaped" language called aria, and then did a jam with it in a final game called pulsr. Aria is very minimal - no vectors or hash maps, only lists, but supports lambdas, macros, has a garbage collector and a C api: - https://rxi.itch.io/pulsr - https://github.com/rxi/ari - You can download both, build aria, and then extract pulsr. In pulsr there is a folder called pak0. Add .tar.gz to the end of the folder name (pak0.tar.gz), and extract it. You will then have a folder with the source to the game. Delete the pak0 folder or move it, since the pulsr exe will try and execute that first (per rxi, I haven't tested it). - He basically modularized his framework in a lot of files. No criticism from me, but I would like to base mine on a more traditional frame, or skeleton for doing future jams. - miniPicoLisp should work. No multi-player without networking, and no db to hold entity structures like maps or characters, but SDL2 has all of the input/keyboard handling, graphics and sound covered for you. So maybe simply wrapping SDL2 and creating a better structure or framework? 2. Copy an existing JS game framework (Phaser), and make it programmable in PicoLisp proper, and just export JS/HTML5/CSS. You have done a lot of the work on this already, I believe. I am favoring option 1, and not distributing to Android and iOS for now. I see option 2 as a viable future path. I also prefer CSFML over SDL2. SFML (C++ - based) is another media/game library, and CSFML is the official C port of it. But, SDL is very popular and easy to find a lot of tutorials online. With game jams and small stuff, C is preferable over C++. SDL1.2 (old), and SDL2 are both C-based. Would the OpenGL wrapper in PicoLisp work in miniPicoLisp, or not due to floats, or big nums, and what else would I need to add to miniPicoLisp to allow it to do so? The goal is to stay neutral, no Posix requirements. I have a few days off coming up, and I am going to start on option 1. I will put it up on Github if I get anywhere next week. Only 7 days and 1 hour until the LGJ! Rob PS: I have reposted this, since I left the subject off the last time I hit Send, and I did not see it on the list. Forgive any unintended double posts. Thanks. On 20 April 2016 at 13:23, Jakob Eriksson <ja...@aurorasystems.eu> wrote: > 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 >