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borodust

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Autumn Lisp Game Jam 2021

itch.io
2 points·by borodust·5년 전·4 comments

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borodust
·5년 전·discuss
If you stumble upon a confusing problem, we might be able to help you in #lispgames channel on LiberaChat IRC[0] or #lisp-gamedev channel on Lisp Discord[1]. Also, feel free to start a discussion on a jam page[2].

[0]: https://web.libera.chat/?channel=#lispgames

[1]: https://discord.gg/hhk46CE

[2]: https://itch.io/jam/autumn-lisp-game-jam-2021/community
borodust
·5년 전·discuss
No specific theme this time, apart from the requirement that game must be written in a Lisp.
borodust
·5년 전·discuss
Have a look at SLIMA for Atom[0].

[0]: https://github.com/neil-lindquist/SLIMA
borodust
·5년 전·discuss
Author on the line. Thanks for the shoutout!

:cl-bodge itself is still an experimental tech that has barely any documentation - I won't recommend using it directly, unless you are happy tinkerer that ain't afraid of guts from hell.

:trivial-gamekit though is a stable framework that have much better documentation and strives to be as simple as possible. Nothing experimental about it. It's dangerous to go alone into jams with CL-based games, take gamekit with you. The fact that it is based on :cl-bodge at the moment is an implementation detail.

:alien-works is an attempt to reuse everything C/C++ gamedev world has and drive it from CL without too much blood bolting from eyes. It's not very experimental - just some conventional stuff piled together, but still is in early stages of development (although it has passed proof-of-concept phase).

We are, as in #lispgames community, indeed very welcome you to join us on irc.libera.chat:6697 in #lispgames channel. Some of us can also be found on Lisp Discord server[0] in #lisp-gamedev channel.

We also have community twitter account[1] which is not super active, but still alive. Just smells funny.

[0] https://discord.gg/hhk46CE

[1] https://twitter.com/lispgames
borodust
·6년 전·discuss
:claw author reporting in. At first, I was semi-skeptical too, but not anymore. I've managed to wrap a few C++ libraries (GLM, Filament, PhysX). Not without a manual intervention (claw is still evolving and adapting to C++ edge cases), but those libraries pretty much work now. I'm not sure I would be able to cover all C++ idiosyncrasies, but huge parts are already in.

That said, claw's C++ support is still in the works and I don't recommend diving into that mess yet. Stay tuned for Q1 2021 semi-usable alpha release. Or not. C++ is such a pile of shinies, I'm pretty sure I lost a few screws during :claw development.