I might take you up on that, Jakob! At the moment, I am exploring options regardless of the game jam. I would think it were easy to wrap SDL2, since another person I know wrapped a few functions from SDL to compile under ECL for a Ludum Dare Game Jam. I don't know enough of miniPicoLisp. I thought it wouldn't be able to handle big nums, but I'm not sure that's necessary for glut (floats)? I have holes in my programming knowledge in general, since I am self-taught, and have not programmed for a living for the most part. But, I did start in 1979!
Rob BTW, I am currently in +7 GMT. What time zone are you guys in? On 24 April 2016 at 15:04, Jakob Eriksson <[email protected]> wrote: > IMHO it should be trivial to get SDL working with miniPicoLisp. I'd wrap > enough of SDL to get a minimal example running and extend it from there. If > you put it on GitHub I might help out too! :-) > > 24 apr. 2016 kl. 09:50 skrev Robert Herman <[email protected]>: > > Well, that answers a lot, thanks. Textures are great, but not the end, but > X11 would have to go, since that would only work on Linux and Mac? How hard > do you think it would be to replace X11? If it is very hard, it would be > best to just interface to SDL2, and have sound, graphics, i/o, and > networking out of the box. Still trying to figure if it is easy to get SDL2 > working with miniPicoLisp...sans networking. > > Rob > > On 24 April 2016 at 14:38, Alexander Burger <[email protected]> wrote: > >> On Sun, Apr 24, 2016 at 09:46:28AM +0700, Robert Herman wrote: >> > I think Java is valid, but this is for fun, and to further my PicoLisp >> > education. Plus I think Ersatz is slow even for Java, no? >> >> Indeed. >> >> >> > pure PicoLisp, the way Alex did in his RC simulator. Althought, that was >> > 64-bit PicoLisp, which relies on the 'native' function (where is that >> >> in @src64/main.l >> >> > defined?), and a custom lib for everything, no openGl? I know there is a >> >> Yes, all drawing is done pixel by pixel into buffers, and then copied to >> an XWindow. >> >> >> > to a limitation ;) >> > I will look at your rcsim code, Alex, and maybe I can grok enough to >> use it >> > for a game lib?? I find digging into the code more and more interesting >> >> It would be possible to use @lib/z3d.l in a game like misc/rcsim.l, but >> it has a lot of limitations (e.g. no textures). On the other hand it is >> completely independent from any libraries except X11 (which might be >> replaced by some other window system). >> >> ♪♫ Alex >> -- >> UNSUBSCRIBE: mailto:[email protected]?subject=Unsubscribe >> > >
