From efsubenovex at gmail.com Sun Jul 4 18:23:50 2010 From: efsubenovex at gmail.com (Schell Scivally) Date: Sun, 4 Jul 2010 11:23:50 -0700 Subject: [lisp-game-dev] cl-opengl mac os x Message-ID: Hi guys, I'm working on a game for the expo competition. Can anyone tell me the shortest path to opengl on mac os x? All the posts I've found are about 2 years old. Have there been any advances on cl-opengl since then? I should also mention that I'm completely new to lisp in general. This is a trial by fire. -- Schell Scivally schell at efnx.com (efsubenovex at gmail.com) http://efnx.com http://github.com/efnx From michael.compton at littleedge.co.uk Sun Jul 4 20:09:54 2010 From: michael.compton at littleedge.co.uk (Michael Compton) Date: Sun, 04 Jul 2010 21:09:54 +0100 Subject: [lisp-game-dev] cl-opengl mac os x In-Reply-To: References: Message-ID: <1278274195.2069.8.camel@debian.home> Hi Schell, A lot of people also use some other library to create the window, get the opengl context, do user input etc. Of course GLUT is available with cl-opengl, but a good alternative is lispbuilder-sdl (getting a 3.x+ OpenGL is not yet possible as far as I know with the SDL which lispbuilder is built upon). As for advances in cl-opengl itself, not many in terms of programming interface, as far as I am aware, though there was updates to allow access to recent additions to the OpenGL spec, most notably the 3.x changes. If you have any issues getting stuff to work then certainly post them here on the maillist or maybe drop by the IRC channel #lispgames on freenode. This is the only tutorial resource I am aware of... http://3bb.cc/tutorials/cl-opengl/index.html On Sun, 2010-07-04 at 11:23 -0700, Schell Scivally wrote: > Hi guys, I'm working on a game for the expo competition. Can anyone > tell me the shortest path to opengl on mac os x? All the posts I've > found are about 2 years old. Have there been any advances on cl-opengl > since then? I should also mention that I'm completely new to lisp in > general. This is a trial by fire. > From acieroid at awesom.eu Sun Jul 4 20:35:20 2010 From: acieroid at awesom.eu (Quentin Stievenart) Date: Sun, 4 Jul 2010 22:35:20 +0200 Subject: [lisp-game-dev] cl-opengl mac os x In-Reply-To: References: Message-ID: <20100704203520.GA59802@awesom.eu> On Sun, Jul 04, 2010 at 11:23:50AM -0700, Schell Scivally wrote: > Hi guys, I'm working on a game for the expo competition. Can anyone > tell me the shortest path to opengl on mac os x? All the posts I've > found are about 2 years old. Have there been any advances on cl-opengl > since then? I should also mention that I'm completely new to lisp in > general. This is a trial by fire. Hi, There are chances that cl-opengl works without any modifications, since it only needs OpenGL libraries installed. All you have to do is to clone the repository (http://github.com/3b/cl-opengl) and link the .asd file to ~/.sbcl/systems. Then just require and hack. You might need GLUT though, look at freeglut (http://freeglut.sourceforge.net/). Also, check out glop (http://github.com/patzy/glop), these are new bindings for opengl but you'll need X11. I can't help you more than that since I'm not a OS X user, all I can do is to wish you good luck. From elliottslaughter at gmail.com Sun Jul 4 21:01:27 2010 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Sun, 4 Jul 2010 14:01:27 -0700 Subject: [lisp-game-dev] cl-opengl mac os x In-Reply-To: <1278274195.2069.8.camel@debian.home> References: <1278274195.2069.8.camel@debian.home> Message-ID: I use lispbuilder-sdl with cl-opengl, and it works pretty well. Thopter ( http://code.google.com/p/blackthorn-engine/wiki/Thopter) was built this way, and runs well on Mac as well as Windows and Linux. I don't think you should really need much a tutorial, since the cl-opengl API is pretty much a direct mapping to the underlying C API. But the lispbuilder-sdl documentation does have example code for getting an OpenGL window set up: http://code.google.com/p/lispbuilder/wiki/UsingLispbuilderSDL#Using_OpenGL Hope that helps you get started. On Sun, Jul 4, 2010 at 1:09 PM, Michael Compton < michael.compton at littleedge.co.uk> wrote: > Hi Schell, > > A lot of people also use some other library to create the window, get > the opengl context, do user input etc. Of course GLUT is available with > cl-opengl, but a good alternative is lispbuilder-sdl (getting a 3.x+ > OpenGL is not yet possible as far as I know with the SDL which > lispbuilder is built upon). > > As for advances in cl-opengl itself, not many in terms of programming > interface, as far as I am aware, though there was updates to allow > access to recent additions to the OpenGL spec, most notably the 3.x > changes. > > If you have any issues getting stuff to work then certainly post them > here on the maillist or maybe drop by the IRC channel #lispgames on > freenode. > > This is the only tutorial resource I am aware of... > http://3bb.cc/tutorials/cl-opengl/index.html > > On Sun, 2010-07-04 at 11:23 -0700, Schell Scivally wrote: > > Hi guys, I'm working on a game for the expo competition. Can anyone > > tell me the shortest path to opengl on mac os x? All the posts I've > > found are about 2 years old. Have there been any advances on cl-opengl > > since then? I should also mention that I'm completely new to lisp in > > general. This is a trial by fire. > > > > > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From pat at nklein.com Mon Jul 5 02:17:56 2010 From: pat at nklein.com (Patrick Stein) Date: Sun, 4 Jul 2010 21:17:56 -0500 Subject: [lisp-game-dev] cl-opengl mac os x In-Reply-To: References: Message-ID: I use cl-OpenGL under MacOSX with sbcl all of the time. I had trouble when I first tried it through SLIME with a threaded version of SBCL. I think it works since I updated my cl-OpenGL install. I'm working on a tutorial for GLSL through cl-opengl. At the moment though, I just have some older GL stuff in cl-opengl on my site: http://nklein.com/ -- Patrick On Jul 4, 2010, at 1:23 PM, Schell Scivally wrote: > Hi guys, I'm working on a game for the expo competition. Can anyone > tell me the shortest path to opengl on mac os x? All the posts I've > found are about 2 years old. Have there been any advances on cl-opengl > since then? I should also mention that I'm completely new to lisp in > general. This is a trial by fire. > > -- > Schell Scivally > schell at efnx.com (efsubenovex at gmail.com) > http://efnx.com > http://github.com/efnx > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev From dto1138 at gmail.com Mon Jul 5 17:46:01 2010 From: dto1138 at gmail.com (David O'Toole) Date: Mon, 5 Jul 2010 13:46:01 -0400 Subject: [lisp-game-dev] [PROGRESS] hypermedia and sci-fi Message-ID: I'd love it if people posted brief progress reports to the mailing list, as part of the official conference proceedings. Just put "[PROGRESS]" in the subject line so we can separate them later. Here is my first progress report. 1. http://github.com/dto/hypo My thoughts and some code toward a reproducible-results sort of digital asset management system, with relevance to games. Github's formatter messes it up. To read the raw file, use this link: http://github.com/dto/hypo/raw/master/hypo.org I'm using the Org Babel software described to develop this example Hypo game: 2. http://github.com/dto/xe2/raw/master/void/void.org Detailed story outline and plan for an XE2 game, using much of my existing sci-fi asset library, combined with new NASA imagery-derived texturing. What else are people working on? -------------- next part -------------- An HTML attachment was scrubbed... URL: From el.wubo at gmail.com Mon Jul 5 18:33:10 2010 From: el.wubo at gmail.com (Brian Taylor) Date: Mon, 5 Jul 2010 14:33:10 -0400 Subject: [lisp-game-dev] [PROGRESS] TB Tanks! Message-ID: Progress report #1 I've some of the basics of my game set up at this point: * 2d faked isometric view * sprite rendering * basic player control (moving, firing, weapons selection) * collision detections and explosions 1. Code:?http://github.com/netguy204/1MonthLispGame 2. Screenshots:?http://wiki.github.com/netguy204/1MonthLispGame/ 3. Latest build: http://github.com/downloads/netguy204/1MonthLispGame/Milestone9.jar Now the more detailed gameplay is starting to materialize in my head. I'm working on adding barriers and other interacting entities to the map and trying to figure out how to make the game feel really competitive while keeping the simplicity of a turn based style. From efsubenovex at gmail.com Wed Jul 7 04:09:42 2010 From: efsubenovex at gmail.com (Schell Scivally) Date: Tue, 6 Jul 2010 21:09:42 -0700 Subject: [lisp-game-dev] cl-opengl mac os x In-Reply-To: References: Message-ID: I've successfully loaded up the cl-opengl-examples. Thanks guys! On Tue, Jul 6, 2010 at 10:48 AM, Schell Scivally wrote: > Awesome guys. Thanks. > > On Sun, Jul 4, 2010 at 7:17 PM, Patrick Stein wrote: >> I use cl-OpenGL under MacOSX with sbcl all of the time. ?I had trouble when >> I first tried it through SLIME with a threaded version of SBCL. ?I think it >> works since I updated my cl-OpenGL install. >> >> I'm working on a tutorial for GLSL through cl-opengl. ?At the moment though, >> I just have some older GL stuff in cl-opengl on my site: http://nklein.com/ >> >> -- Patrick >> >> On Jul 4, 2010, at 1:23 PM, Schell Scivally wrote: >> >>> Hi guys, I'm working on a game for the expo competition. Can anyone >>> tell me the shortest path to opengl on mac os x? All the posts I've >>> found are about 2 years old. Have there been any advances on cl-opengl >>> since then? I should also mention that I'm completely new to lisp in >>> general. This is a trial by fire. >>> >>> -- >>> Schell Scivally >>> schell at efnx.com (efsubenovex at gmail.com) >>> http://efnx.com >>> http://github.com/efnx >>> >>> _______________________________________________ >>> lisp-game-dev mailing list >>> lisp-game-dev at common-lisp.net >>> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >> > > > > -- > Schell Scivally > schell at efnx.com (efsubenovex at gmail.com) > http://blog.efnx.com > http://github.com/efnx > -- Schell Scivally schell at efnx.com (efsubenovex at gmail.com) http://blog.efnx.com http://github.com/efnx From eric.bergstrome at gmail.com Thu Jul 8 06:42:56 2010 From: eric.bergstrome at gmail.com (Eric Bergstrome) Date: Thu, 8 Jul 2010 02:42:56 -0400 Subject: [lisp-game-dev] [PROGRESS] Compiling scheme Message-ID: <65DBC5D7-C689-4441-8201-3C262F3CEAC1@gmail.com> Progress Report #1 * I have a site set up for my game: http://norstrulde.org/ilge10/index.html * I have a scheme compiler and abstract machine under way I intend to present the game, its level editor, my daily progress log, and the live lisp system running the game all together on one web page. The lisp system is very closely based on the Compiling Lisp chapter of the book, Paradigms of Artificial Intelligence Programming (PAIP). It includes a parser, compiler, assembler, and abstract machine. Lexical closures and the core special forms are implemented. In the coming days, I will add macros, call/cc, and built-in functions. From elliottslaughter at gmail.com Fri Jul 9 21:44:13 2010 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Fri, 9 Jul 2010 14:44:13 -0700 Subject: [lisp-game-dev] [PROGRESS] Bunny Slayer Message-ID: I'm a little late getting out the gate here. I'm working on Bunny Slayer, a Zelda-style RPG about saving the world from the evil Black Bunnies. So far, I've spent most of my time setting up the Blackthorn Starter Pack to make it easy for others to get started with developing games. I've got the process down to about four steps. If you were only interested in running Lispbuilder, you could take that down to two steps by ignoring the parts about Mercurial and Blackthorn. See my Quickstart Guide for details: http://code.google.com/p/blackthorn-engine/wiki/QuickstartGuide So far in Bunny Slayer, I've got a character walking around a black screen. I'm hoping to get some friends involved with the coding this time, so we'll see what comes of it. The other toy I've been playing with lately is Escalator, my new object system for Common Lisp. Escalator is based on several articles I've read on Entity Systems, which are used in various parts of the gaming industry to improve performance and make maintanence more manageable. http://bitbucket.org/elliottslaughter/escalator I'd be interested in seeing what people think of this. -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From aerique at xs4all.nl Tue Jul 13 10:46:12 2010 From: aerique at xs4all.nl (Erik Winkels) Date: Tue, 13 Jul 2010 12:46:12 +0200 Subject: [lisp-game-dev] [PROGRESS] Engine Troubles over Tentacle Planet, part 1 Message-ID: <20100713104612.GA11648@xs4all.nl> This is an ASCII version of this blog: http://aerique.blogspot.com/2010/07/ilge-2010-engine-troubles-over-tentacle.html 1 Introduction ~~~~~~~~~~~~~~ I've finally managed to scramble together a good couple of hours to work on my [ILGE 2010] entry. At this rate it will be doubtful whether I'll have a minimal game by the end of this month :-( [A video] of the first item that can be checked off the to-do list: rolling terrain. The video is low quality and stutters but this is due to me using sub-optimal software to capture my desktop. The program actually runs very smoothly on both systems I've ran it on (a Samsung NC10 netbook and an Intel P4 2.8Ghz desktop). The video shows the planet on which this game is played. It is a standard heightfield created using [Perlin Noise] (with the CL [Black Tie] library) which keeps scrolling down endlessly until the player dies. [ILGE 2010]: http://dto.github.com/notebook/2010expo.html [A video]: http://www.youtube.com/watch?v=4QljLf9OSi8 [Perlin Noise]: http://en.wikipedia.org/wiki/Perlin_noise [Black Tie]: http://github.com/aerique/black-tie 2 Goal ~~~~~~ Explore the usability of [Ogre] and C++ from [Embeddable Common Lisp] (ECL) using functionality specific to ECL as opposed to using the CFFI approach used by [Okra]. (Since Okra's CFFI approach needs to compile a small C wrapper library to access Ogre's C++ functions anyway.) I will be ignoring any licensing issues that might come with releasing a binary that's statically linked to ECL and Ogre for now. [Ogre]: http://www.ogre3d.org/ [Embeddable Common Lisp]: http://ecls.sourceforge.net/ [Okra]: http://github.com/aerique/okra 3 Development Environment ~~~~~~~~~~~~~~~~~~~~~~~~~ My development environment is Debian Linux. Testing will also be done on Windows (Vista unfortunately) in the future but that hasn't happened yet. 3.1 Dependencies ~~~~~~~~~~~~~~~~ - ECL 10.4.1 - Ogre 1.6.4 - OIS 1.2.0 (not used yet) ECL has been compiled by myself but Ogre and OIS have been installed using Debian's package manager (you need libogre-dev and libois-dev). I have not used Ogre 1.7.x yet but since Ogre's API has been pretty stable in the past it might just work without any changes. 4 TO-DO ~~~~~~~ In chronological order: - [X] rolling terrain - [ ] controllable spaceship - [ ] basic tentacles - [ ] bullets - [ ] shootable tentacles - [ ] tentacles that shoot small spores - [ ] roaming (bigger) spores that attack the player - [ ] collision detection: spaceship vs terrain - [ ] collision detection: spaceship vs all other entities Don't know when: - [ ] some minor GUI elements showing the score, highscore and FPS. 5 Source ~~~~~~~~ The code is not pretty but available here: [http://www.aerique.net/software/etotp/etotp-20100713.tar.gz] I'm slowly moving from using global variables to stuffing everything into a scene-class instance so that will account for any duplication you might see. From dto1138 at gmail.com Tue Jul 13 12:50:53 2010 From: dto1138 at gmail.com (David O'Toole) Date: Tue, 13 Jul 2010 08:50:53 -0400 Subject: [lisp-game-dev] [PROGRESS] Void Mission Episode 1 Message-ID: Lots of progress, see some youtube videos: http://www.youtube.com/watch?v=DsNBCSa9Ils http://www.youtube.com/watch?v=LvI4cBLX9DI -------------- next part -------------- An HTML attachment was scrubbed... URL: From dto1138 at gmail.com Sun Jul 18 05:19:38 2010 From: dto1138 at gmail.com (David O'Toole) Date: Sun, 18 Jul 2010 01:19:38 -0400 Subject: [lisp-game-dev] [EXPO] submit your blurbs/screenshots Message-ID: <1279430378.13923.199.camel@pod> Hi everyone, first thought I would mention a little side show to the Expo, http://dto.github.com/notebook/remix-this-game.html Also, I would like to make a big blog post or page documenting people's progress so far. If you want to be included, please send a paragraph describing your project, a screenshot or two, and a link to your page. Thanks everyone! From elliottslaughter at gmail.com Wed Jul 21 04:15:04 2010 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Tue, 20 Jul 2010 21:15:04 -0700 Subject: [lisp-game-dev] RFC: Blackthorn Starter Pack Message-ID: Hi everyone, Earlier today on #lispgames, David hosted a discussion on how to create a nice standalone installer which would make it easy to develop games in Common Lisp. Here's my answer: Introducing the Blackthorn Starter Pack, a standalone collection of libraries which can be used to develop with any game engine that uses lispbuilder-* and/or cl-opengl. The installation procedure goes something like: * Install your favorite Lisp implementation. * Download and extract the Blackthorn Starter Packfor your platform. * Load setup.lisp (e.g. for SBCL, run "sbcl --load setup.lisp"). * And you're ready to go! (Well, not quite. You need a game engine. But you have all the dependencies installed so that should hopefully be easy.) Caveat: The system was originally written with SBCL in mind, but porting it should be pretty trivial, at least for everything which isn't Lispworks Personal Edition. Second Caveat: For Unix flavors, you'll need to install SDL yourself, because it's pretty much impossible to provide binaries for every possible Unix, and package managers do a better job of that anyhow. So that much of the system is working right now. Of course, there are other things which might be nice to have too, including: * An easy way to dump binaries on implementations that allow it. * An easy way to turn binaries into full-featured installers for Windows and apps/dmg files for Mac OS X. * Glue code that will automatically find and load dlls/sos/dylibs before your app starts up so that you don't have to worry about where those files are on the end-user system. For Blackthorn, I've currently hacked these things into a Makefile which I distribute with my engine. But I think it would be not too difficult to provide this functionality as a part of the Starter Pack rather than keeping it in my engine. Oh, and finally: licensing. Blackthorn is under the MIT license. Which makes it possible to use for literally anything. (Of course, the libraries are all under their own licenses and I can't change that. But at least the glue code is under the MIT license.) Thoughts? Anyone interested in using such a system? -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From dto1138 at gmail.com Wed Jul 21 23:48:31 2010 From: dto1138 at gmail.com (David O'Toole) Date: Wed, 21 Jul 2010 19:48:31 -0400 Subject: [lisp-game-dev] RFC: Blackthorn Starter Pack In-Reply-To: References: Message-ID: Hi Elliott, this is great! I will download the Starter Pack and check it out ASAP. I would like to make a script of some kind (possibly elisp) to define new starter kits that include whatever prerequisites and engines are in a given kit's configuration. On Wed, Jul 21, 2010 at 12:15 AM, Elliott Slaughter wrote: > Hi everyone, > Earlier today on #lispgames, David hosted a discussion on how to create a > nice standalone installer which would make it easy to develop games in > Common Lisp. Here's my answer: > Introducing the Blackthorn Starter Pack, a standalone collection of > libraries which can be used to develop with any game engine that uses > lispbuilder-* and/or cl-opengl. The installation procedure goes something > like: > ?* Install your favorite Lisp implementation. > ?* Download and extract the Blackthorn Starter Pack for your platform. > ?* Load setup.lisp (e.g. for SBCL, run "sbcl --load setup.lisp"). > ?* And you're ready to go! (Well, not quite. You need a game engine. But you > have all the dependencies installed so that should hopefully be easy.) > Caveat: The system was originally written with SBCL in mind, but porting it > should be pretty trivial, at least for everything which isn't Lispworks > Personal Edition. > Second Caveat: For Unix flavors, you'll need to install SDL yourself, > because it's pretty much impossible to provide binaries for every possible > Unix, and package managers do a better job of that anyhow. > > So that much of the system is working right now. Of course, there are other > things which might be nice to have too, including: > ?* An easy way to dump binaries on implementations that allow it. > ?* An easy way to turn binaries into full-featured installers for Windows > and apps/dmg files for Mac OS X. > ?* Glue code that will automatically find and load dlls/sos/dylibs before > your app starts up so that you don't have to worry about where those files > are on the end-user system. > For Blackthorn, I've currently hacked these things into a Makefile which I > distribute with my engine. But I think it would be not too difficult to > provide this functionality as a part of the Starter Pack rather than keeping > it in my engine. > Oh, and finally: licensing. Blackthorn is under the MIT license. Which makes > it possible to use for literally anything. (Of course, the libraries are all > under their own licenses and I can't change that. But at least the glue code > is under the MIT license.) > Thoughts? Anyone interested in using such a system? > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to predict > the future is to invent it." - Alan Kay > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > From eric.bergstrome at gmail.com Wed Jul 21 23:48:49 2010 From: eric.bergstrome at gmail.com (Eric Bergstrome) Date: Wed, 21 Jul 2010 19:48:49 -0400 Subject: [lisp-game-dev] [PROGRESS] Browser Lisp Message-ID: <4660611C-B586-4331-8F44-98970F047877@gmail.com> Progress Report #2 My in-browser Lisp has come a long way since the last progress report. * it has support for the following data types: symbols, strings, numbers, conses, functions * it has an online REPL * its compiler is self-hosting * it can inspect and modify browser document nodes and listen to browser events * it can make http requests to the host server * it has some concurrency features inspired by Erlang * it supports resumable breakpoints, error reporting, stack traces, and disassembly It is a Lisp-1 with tail call optimization but not continuations. Macros are unhygienic. It's not exactly the lisp system I envisioned at the beginning and it certainly has used up more of the expo than I had intended to spend on it but hopefully it's good enough to make a game with before the deadline. From dto1138 at gmail.com Thu Jul 22 16:32:57 2010 From: dto1138 at gmail.com (David O'Toole) Date: Thu, 22 Jul 2010 12:32:57 -0400 Subject: [lisp-game-dev] [PROGRESS] Browser Lisp In-Reply-To: <4660611C-B586-4331-8F44-98970F047877@gmail.com> References: <4660611C-B586-4331-8F44-98970F047877@gmail.com> Message-ID: Eric, This is fantastic! I will blog about this, plus a few other items I missed in my first ILGE news post. On Wed, Jul 21, 2010 at 7:48 PM, Eric Bergstrome wrote: > Progress Report #2 > > My in-browser Lisp has come a long way since the last progress report. > > * it has support for the following data types: symbols, strings, > numbers, conses, functions > * it has an online REPL > * its compiler is self-hosting > * it can inspect and modify browser document nodes and listen to > browser events > * it can make http requests to the host server > * it has some concurrency features inspired by Erlang > * it supports resumable breakpoints, error reporting, stack traces, > and disassembly > > It is a Lisp-1 with tail call optimization but not continuations. > Macros are unhygienic. > > It's not exactly the lisp system I envisioned at the beginning and it > certainly has used up more of the expo than I had intended to spend on > it but hopefully it's good enough to make a game with before the > deadline. > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > From aerique at xs4all.nl Thu Jul 22 20:36:58 2010 From: aerique at xs4all.nl (Erik Winkels) Date: Thu, 22 Jul 2010 22:36:58 +0200 Subject: [lisp-game-dev] [PROGRESS] Engine Troubles over Tentacle Planet, part 2 Message-ID: <87tynrxnh1.fsf@azrael.hvd23.nl> Blogged here (with video): http://aerique.blogspot.com/2010/07/ilge-2010-engine-troubles-over-tentacle_22.html 1 Progress ~~~~~~~~~~ Since the last report I've added: a controllable spaceship, bullets, tentacles and I made an unsuccessful attempt at producing a Linux binary. For the controls I use the OIS library. I was already familiar with this due to my clois-lane library. The controls work but don't feel quite right yet and need some minor adjustments. Adding bullets was straightforward. The most time was put into the tentacles and the attempt at making a statically linked Linux binary. The tentacles are Ogre prefab cubes plot along a B?zier curve. The P1 and P2 control points and the P3 end point are assigned a new x,y,z coordinate each frame. This coordinate is picked by walking through 3D Perlin noise with a random movement vector for each point. (The vector was created randomly at creation time, it's stays the same from frame to frame.) The code is a huge mess by now and it is getting in the way. Next priority should be a clean-up. 2 To Do ~~~~~~~ - [X] rolling terrain (high) - [X] controllable spaceship (high) - [ ] improve controls (low): The controls aren't quite there yet, especially moving left and right. - [X] bullets (high) - [X] cmake file (low) - [X] basic tentacles (high) - [ ] shootable tentacles (high) - [ ] collision detection: spaceship vs terrain (high) - [ ] collision detection: spaceship vs all other entities (high) - [ ] tentacles that shoot small spores (medium) - [ ] roaming (bigger) spores that attack the player (medium) - [ ] some minor GUI elements showing the score, highscore and FPS. (high) - [ ] make binary release for Windows (medium) - [ ] spaceship needs to cast a shadow in the terrain to judge heights (high): Solved this by using prefab entities instead of a manual object. - *canceled:* make binary release for Linux (high): This is just too much of a hassle. The Ogre package for Debian didn't come with static libraries and compiling it myself with "--disable-shared --enable-static" didn't produce them either so this is going to take too much time. Eventually I managed to build static Ogre libraries but ran into other problems when compiling with "-static". Statically compiling is something I have no experience with and this looks like it is going to take too much time for the ILGE 2010. For Linux it seems distribution by deb and rpm packages will be the best solution. (What a revelation!) 3 Source ~~~~~~~~ The code for the latest version isn't available yet since it is a horrible mess. Keep watching http://www.aerique.net/software/etotp/ (not up yet) if you're interested. 3.1 Linux Dependencies ---------------------- ECL (10.4.1) configured "--with-cxx". (Feel free to try without it, I haven't.) Debian: libogre-dev ogre-plugins-cgprogrammanager From dto1138 at gmail.com Sat Jul 24 00:46:25 2010 From: dto1138 at gmail.com (David O'Toole) Date: Fri, 23 Jul 2010 20:46:25 -0400 Subject: [lisp-game-dev] RemixThisGame Message-ID: <1279932385.9362.6.camel@pod> Hello and thanks for signing up for the REMIX THIS GAME remix party. We have five entrants so far, including me. (Since I am also the judge, I am disqualified from winning :) Would you be interested in joining the mailing list to discuss our projects? http://common-lisp.net/mailman/listinfo/lisp-game-dev is the signup page. The #lispgames crowd have been posting progress reports on Expo stuff, and since the remix contest is part of the Expo, you are welcome to jump in. I'd like to keep the blog updated with what people are doing (see http://lispgamesdev.blogspot.com/ for that.) I also encourage using the mailing list for questions and troubleshooting of the remix process, and I will do my best to answer everything. Thanks! -dave From marioxcc at gnu.org Sun Jul 25 00:52:37 2010 From: marioxcc at gnu.org (Mario Castelan Castro) Date: Sat, 24 Jul 2010 19:52:37 -0500 Subject: [lisp-game-dev] New game: lispac Message-ID: <874ofogz6y.fsf@Q6600-0.ver.megared.net.mx> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 July 24th 2010 in lisp-game-dev at common-lisp.net thread "lispac (New game)". Hi. Based on an anonymous contribution I'm writing a game similar to the classic Pac-Man in Common Lisp using the lispbuilder-sdl library which I would like to add to the Lisp Games Expo 2010 if possible. It isn't playable yet in the sense the game can't be fully controled by the GUI. It's nessesary to use the REPL to configure the settings and load a board for example, but the engine is fully functional, though not finished. The first playable release is planned to be in 3 days, in July 27th. I will also publish screen shots and so. Suggesstions are welcome. lispac is hosted in GNU Savannah: https://sv.gnu.org/p/lispac. Source code is available via GIT in git://git.sv.gnu.org/lispac.git. Web page (Void by the moment) will be http://www.nongnu.org/lispac/. lispac is free software released under the GNU General Public License (http://www.gnu.org/licenses/gpl-3.0.html) version 3 or optionally any later version. Regards. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.9 (GNU/Linux) iEYEAREIAAYFAkxLis8ACgkQZ4DA0TLic4h5zQCfYL31dnCUmTUCqI5yeh4jrWnu HLIAnj7g3UJdzxwZ0ie982haaUdMUoLh =Idxd -----END PGP SIGNATURE----- From efsubenovex at gmail.com Sun Jul 25 20:29:48 2010 From: efsubenovex at gmail.com (Schell Scivally) Date: Sun, 25 Jul 2010 13:29:48 -0700 Subject: [lisp-game-dev] Compiling and saving a binary Message-ID: Hi guys - my expo game is coming along nicely, but I'd like to compile a binary. In my main.lisp file the code that starts everything looks like this: ; above is a bunch of opengl functions for the game (defun main () (glut:display-window (make-instance 'my-window))) Then, in another file, build.lisp I have: (load "main.lisp"); (sb-ext:save-lisp-and-die "bourtange" :executable t :toplevel 'main) When I run my build script the error I get is this: [undoing binding stack and other enclosing state... done] [saving current Lisp image into bourtange: scanning space for lutexes... writing 6416 bytes from the read-only space at 0x20000000 scanning space for lutexes... writing 8032 bytes from the static space at 0x20100000 scanning space for lutexes... fatal error encountered in SBCL pid 19099(tid 140735077362720): no size function for object at 0x003f1be0 (widetag 0xe0) It's a little cryptic (since I don't know what's at 0x003f1be0) and there aren't a lot of leads on google. Does anyone have a quick idea of what I might need to do to compile this binary? Thanks guys. -- Schell Scivally schell at efnx.com (efsubenovex at gmail.com) http://blog.efnx.com http://github.com/efnx -------------- next part -------------- An HTML attachment was scrubbed... URL: From sabetts at gmail.com Mon Jul 26 08:28:40 2010 From: sabetts at gmail.com (Shawn Betts) Date: Mon, 26 Jul 2010 11:28:40 +0300 Subject: [lisp-game-dev] Compiling and saving a binary In-Reply-To: References: Message-ID: > It's a little cryptic (since I don't know what's at 0x003f1be0) and there > aren't a lot of leads on google. Does anyone have a quick idea of what I > might need to do to compile this binary? Thanks guys. Seems like you're doing things correctly. What OS and cpu are you doing this on? -Shawn From alastair.bridgewater at gmail.com Mon Jul 26 14:08:29 2010 From: alastair.bridgewater at gmail.com (Alastair Bridgewater) Date: Mon, 26 Jul 2010 10:08:29 -0400 Subject: [lisp-game-dev] Compiling and saving a binary In-Reply-To: References: Message-ID: On Mon, Jul 26, 2010 at 4:28 AM, Shawn Betts wrote: >> It's a little cryptic (since I don't know what's at 0x003f1be0) and there >> aren't a lot of leads on google. Does anyone have a quick idea of what I >> might need to do to compile this binary? Thanks guys. > > Seems like you're doing things correctly. What OS and cpu are you doing this on? Judging by the actual messages, that would be either darwin or solaris x86-64 or solaris x86. (Only darwin and solaris use lutexes, only x86oids have released threading support, and from there it was a matter of matching up the read-only-space and static-space assignments.) Unfortunately, while I remember having heard about or seeing this sort of bug before, the where, why, and fix escape me. -- Alastair Bridgewater From efsubenovex at gmail.com Mon Jul 26 20:18:51 2010 From: efsubenovex at gmail.com (Schell Scivally) Date: Mon, 26 Jul 2010 13:18:51 -0700 Subject: [lisp-game-dev] Compiling and saving a binary In-Reply-To: References: Message-ID: You got it right, I'm on a Macbook 2.16 GHz Intel Core 2 Duo, OS X 10.6 - I'm using cl-opengl, and more specifically, I'm using these native bindings: http://www.esden.net/blog/2007/12/31/cl-opengl-thomas-mac-os-x-bindings-with-native-glutframework/and I load opengl with the following: (require 'asdf) (require 'asdf-install) (asdf:load-system :cl-opengl) ; load OpenGL bindings (asdf:load-system :cl-glu) ; load GLU bindings (asdf:load-system :cl-glut) ; load GLUT bindings On another (possibly unrelated note) I'm having a lot of trouble running the code from one of my friends games. I'm using sbcl and he's using clisp. My repl and compiler complain about undefined functions (not opengl funcs, just userland ones). I'd like to get the process of compiling binary deliverables to avoid some of this confusion, but the documentation is a little scarce, or I'm just clicking on the wrong search results. Thanks for your help guys. On Mon, Jul 26, 2010 at 7:08 AM, Alastair Bridgewater < alastair.bridgewater at gmail.com> wrote: > On Mon, Jul 26, 2010 at 4:28 AM, Shawn Betts wrote: > >> It's a little cryptic (since I don't know what's at 0x003f1be0) and > there > >> aren't a lot of leads on google. Does anyone have a quick idea of what I > >> might need to do to compile this binary? Thanks guys. > > > > Seems like you're doing things correctly. What OS and cpu are you doing > this on? > > Judging by the actual messages, that would be either darwin or solaris > x86-64 or solaris x86. > > (Only darwin and solaris use lutexes, only x86oids have released > threading support, and from there it was a matter of matching up the > read-only-space and static-space assignments.) > > Unfortunately, while I remember having heard about or seeing this sort > of bug before, the where, why, and fix escape me. > > -- Alastair Bridgewater > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > -- Schell Scivally schell at efnx.com (efsubenovex at gmail.com) http://blog.efnx.com http://github.com/efnx -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Tue Jul 27 05:45:33 2010 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Mon, 26 Jul 2010 22:45:33 -0700 Subject: [lisp-game-dev] Compiling and saving a binary In-Reply-To: References: Message-ID: Hi, I've been building binaries on Mac OS X using sbcl for quite a while now, and I've never seen that error. I've been using the standard cl-opengl bindings from http://common-lisp.net/project/cl-opengl/ and many different sbcl versions (most recently 1.0.34 32-bit). I just upgraded from OS X 10.5 to 10.6 and it had no effect on my builds. I've been using lispbuilder-sdl rather than glut, and it's been working fine. The only things that I can think of that might be causing this (1) using a modifed version of cl-opengl, (2) glut rather than sdl, (3) 64-bit rather than 32-bit sbcl, (4) a different version of sbcl. I suppose you could try to build a binary for one of the lispbuilder-sdl examples. If that fails the same way, then sbcl or your build script might be at fault. Otherwise, it's probably cl-opengl or glut. Hope that helps. On Mon, Jul 26, 2010 at 1:18 PM, Schell Scivally wrote: > You got it right, I'm on a Macbook 2.16 GHz Intel Core 2 Duo, OS X 10.6 - > I'm using cl-opengl, and more specifically, I'm using these native > bindings: > http://www.esden.net/blog/2007/12/31/cl-opengl-thomas-mac-os-x-bindings-with-native-glutframework/and I load opengl with the following: > > (require 'asdf) > (require 'asdf-install) > (asdf:load-system :cl-opengl) ; load OpenGL bindings > (asdf:load-system :cl-glu) ; load GLU bindings > (asdf:load-system :cl-glut) ; load GLUT bindings > > > On another (possibly unrelated note) I'm having a lot of trouble running > the code from one of my friends games. I'm using sbcl and he's using clisp. > My repl and compiler complain about undefined functions (not opengl funcs, > just userland ones). I'd like to get the process of compiling binary > deliverables to avoid some of this confusion, but the documentation is a > little scarce, or I'm just clicking on the wrong search results. Thanks for > your help guys. > > > On Mon, Jul 26, 2010 at 7:08 AM, Alastair Bridgewater < > alastair.bridgewater at gmail.com> wrote: > >> On Mon, Jul 26, 2010 at 4:28 AM, Shawn Betts wrote: >> >> It's a little cryptic (since I don't know what's at 0x003f1be0) and >> there >> >> aren't a lot of leads on google. Does anyone have a quick idea of what >> I >> >> might need to do to compile this binary? Thanks guys. >> > >> > Seems like you're doing things correctly. What OS and cpu are you doing >> this on? >> >> Judging by the actual messages, that would be either darwin or solaris >> x86-64 or solaris x86. >> >> (Only darwin and solaris use lutexes, only x86oids have released >> threading support, and from there it was a matter of matching up the >> read-only-space and static-space assignments.) >> >> Unfortunately, while I remember having heard about or seeing this sort >> of bug before, the where, why, and fix escape me. >> >> -- Alastair Bridgewater >> >> _______________________________________________ >> lisp-game-dev mailing list >> lisp-game-dev at common-lisp.net >> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >> > > > > -- > Schell Scivally > schell at efnx.com (efsubenovex at gmail.com) > http://blog.efnx.com > http://github.com/efnx > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From elliottslaughter at gmail.com Tue Jul 27 06:26:41 2010 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Mon, 26 Jul 2010 23:26:41 -0700 Subject: [lisp-game-dev] Announcing official lispbuilder-sdl-binaries downloads for OS X Message-ID: Hi everyone, Over the last couple of weeks, I have been working on providing lispbuilder-sdl-binaries for OS X which allow people to get up and running without needing a working C compiler. I am happy to announce that these binaries are now available at the following link: http://code.google.com/p/lispbuilder/downloads/list?can=2&q=mac-lispbuilder-sdl For those of you who want a simple install, just extract these archives over your preexisting lispbuilder-sdl install. (They only contain C binaries, and not the Lisp source code.) TODO: Make them asdf-installable. Shouldn't be hard, now that they work. The gory details: See the application-builder mailing list archives. -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay -------------- next part -------------- An HTML attachment was scrubbed... URL: From pat at nklein.com Tue Jul 27 11:42:46 2010 From: pat at nklein.com (Patrick Stein) Date: Tue, 27 Jul 2010 06:42:46 -0500 Subject: [lisp-game-dev] Compiling and saving a binary In-Reply-To: References: Message-ID: <3BC946F8-B01F-4F47-9E97-4111C6450FB2@nklein.com> With glut, I've had to (in the past) do this: (defun save-and-die () (setf cl-glut::*glut-initialized-p* nil) (sb-ext:save-lisp-and-die #P"roto-mortar" :toplevel #'main :executable t :save-runtime-options t :purify t)) unset *glut-initialized-p* before saving. I believe I still need to do this to get the resulting binary to run, but I have never had to do it to get the binary to save. ttyl, Patrick On Jul 27, 2010, at 12:45 AM, Elliott Slaughter wrote: > Hi, > > I've been building binaries on Mac OS X using sbcl for quite a while now, and I've never seen that error. I've been using the standard cl-opengl bindings from http://common-lisp.net/project/cl-opengl/ and many different sbcl versions (most recently 1.0.34 32-bit). I just upgraded from OS X 10.5 to 10.6 and it had no effect on my builds. I've been using lispbuilder-sdl rather than glut, and it's been working fine. > > The only things that I can think of that might be causing this (1) using a modifed version of cl-opengl, (2) glut rather than sdl, (3) 64-bit rather than 32-bit sbcl, (4) a different version of sbcl. > > I suppose you could try to build a binary for one of the lispbuilder-sdl examples. If that fails the same way, then sbcl or your build script might be at fault. Otherwise, it's probably cl-opengl or glut. > > Hope that helps. > > On Mon, Jul 26, 2010 at 1:18 PM, Schell Scivally wrote: > You got it right, I'm on a Macbook 2.16 GHz Intel Core 2 Duo, OS X 10.6 - I'm using cl-opengl, and more specifically, I'm using these native bindings: http://www.esden.net/blog/2007/12/31/cl-opengl-thomas-mac-os-x-bindings-with-native-glutframework/ and I load opengl with the following: > > (require 'asdf) > (require 'asdf-install) > (asdf:load-system :cl-opengl) ; load OpenGL bindings > (asdf:load-system :cl-glu) ; load GLU bindings > (asdf:load-system :cl-glut) ; load GLUT bindings > > On another (possibly unrelated note) I'm having a lot of trouble running the code from one of my friends games. I'm using sbcl and he's using clisp. My repl and compiler complain about undefined functions (not opengl funcs, just userland ones). I'd like to get the process of compiling binary deliverables to avoid some of this confusion, but the documentation is a little scarce, or I'm just clicking on the wrong search results. Thanks for your help guys. > > > On Mon, Jul 26, 2010 at 7:08 AM, Alastair Bridgewater wrote: > On Mon, Jul 26, 2010 at 4:28 AM, Shawn Betts wrote: > >> It's a little cryptic (since I don't know what's at 0x003f1be0) and there > >> aren't a lot of leads on google. Does anyone have a quick idea of what I > >> might need to do to compile this binary? Thanks guys. > > > > Seems like you're doing things correctly. What OS and cpu are you doing this on? > > Judging by the actual messages, that would be either darwin or solaris > x86-64 or solaris x86. > > (Only darwin and solaris use lutexes, only x86oids have released > threading support, and from there it was a matter of matching up the > read-only-space and static-space assignments.) > > Unfortunately, while I remember having heard about or seeing this sort > of bug before, the where, why, and fix escape me. > > -- Alastair Bridgewater > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > > > -- > Schell Scivally > schell at efnx.com (efsubenovex at gmail.com) > http://blog.efnx.com > http://github.com/efnx > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev -------------- next part -------------- An HTML attachment was scrubbed... URL: From efsubenovex at gmail.com Tue Jul 27 18:05:09 2010 From: efsubenovex at gmail.com (Schell Scivally) Date: Tue, 27 Jul 2010 11:05:09 -0700 Subject: [lisp-game-dev] Compiling and saving a binary In-Reply-To: <3BC946F8-B01F-4F47-9E97-4111C6450FB2@nklein.com> References: <3BC946F8-B01F-4F47-9E97-4111C6450FB2@nklein.com> Message-ID: Cool guys - thanks, I'll try sdl at some point soon here, and if that doesn't work I'll try Patricks save-and-die. On Tue, Jul 27, 2010 at 4:42 AM, Patrick Stein wrote: > > With glut, I've had to (in the past) do this: > > (defun save-and-die () > (setf cl-glut::*glut-initialized-p* nil) > (sb-ext:save-lisp-and-die #P"roto-mortar" > :toplevel #'main > :executable t > :save-runtime-options t > :purify t)) > > unset *glut-initialized-p* before saving. I believe I still need to do > this to get the resulting binary to run, but I have never had to do it to > get the binary to save. > > ttyl, > Patrick > > > On Jul 27, 2010, at 12:45 AM, Elliott Slaughter wrote: > > Hi, > > I've been building binaries on Mac OS X using sbcl for quite a while now, > and I've never seen that error. I've been using the standard cl-opengl > bindings from http://common-lisp.net/project/cl-opengl/ and many different > sbcl versions (most recently 1.0.34 32-bit). I just upgraded from OS X 10.5 > to 10.6 and it had no effect on my builds. I've been using lispbuilder-sdl > rather than glut, and it's been working fine. > > The only things that I can think of that might be causing this (1) using a > modifed version of cl-opengl, (2) glut rather than sdl, (3) 64-bit rather > than 32-bit sbcl, (4) a different version of sbcl. > > I suppose you could try to build a binary for one of the lispbuilder-sdl > examples. If that fails the same way, then sbcl or your build script might > be at fault. Otherwise, it's probably cl-opengl or glut. > > Hope that helps. > > On Mon, Jul 26, 2010 at 1:18 PM, Schell Scivally wrote: > >> You got it right, I'm on a Macbook 2.16 GHz Intel Core 2 Duo, OS X 10.6 - >> I'm using cl-opengl, and more specifically, I'm using these native >> bindings: >> http://www.esden.net/blog/2007/12/31/cl-opengl-thomas-mac-os-x-bindings-with-native-glutframework/and I load opengl with the following: >> >> (require 'asdf) >> (require 'asdf-install) >> (asdf:load-system :cl-opengl) ; load OpenGL bindings >> (asdf:load-system :cl-glu) ; load GLU bindings >> (asdf:load-system :cl-glut) ; load GLUT bindings >> >> >> On another (possibly unrelated note) I'm having a lot of trouble running >> the code from one of my friends games. I'm using sbcl and he's using clisp. >> My repl and compiler complain about undefined functions (not opengl funcs, >> just userland ones). I'd like to get the process of compiling binary >> deliverables to avoid some of this confusion, but the documentation is a >> little scarce, or I'm just clicking on the wrong search results. Thanks for >> your help guys. >> >> >> On Mon, Jul 26, 2010 at 7:08 AM, Alastair Bridgewater < >> alastair.bridgewater at gmail.com> wrote: >> >>> On Mon, Jul 26, 2010 at 4:28 AM, Shawn Betts wrote: >>> >> It's a little cryptic (since I don't know what's at 0x003f1be0) and >>> there >>> >> aren't a lot of leads on google. Does anyone have a quick idea of what >>> I >>> >> might need to do to compile this binary? Thanks guys. >>> > >>> > Seems like you're doing things correctly. What OS and cpu are you doing >>> this on? >>> >>> Judging by the actual messages, that would be either darwin or solaris >>> x86-64 or solaris x86. >>> >>> (Only darwin and solaris use lutexes, only x86oids have released >>> threading support, and from there it was a matter of matching up the >>> read-only-space and static-space assignments.) >>> >>> Unfortunately, while I remember having heard about or seeing this sort >>> of bug before, the where, why, and fix escape me. >>> >>> -- Alastair Bridgewater >>> >>> _______________________________________________ >>> lisp-game-dev mailing list >>> lisp-game-dev at common-lisp.net >>> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >>> >> >> >> >> -- >> Schell Scivally >> schell at efnx.com (efsubenovex at gmail.com) >> http://blog.efnx.com >> http://github.com/efnx >> >> _______________________________________________ >> lisp-game-dev mailing list >> lisp-game-dev at common-lisp.net >> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev >> >> > > > -- > Elliott Slaughter > > "Don't worry about what anybody else is going to do. The best way to > predict the future is to invent it." - Alan Kay > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > -- Schell Scivally schell at efnx.com (efsubenovex at gmail.com) http://blog.efnx.com http://github.com/efnx -------------- next part -------------- An HTML attachment was scrubbed... URL: From marioxcc at gnu.org Sat Jul 31 04:26:22 2010 From: marioxcc at gnu.org (Mario Castelan Castro) Date: Fri, 30 Jul 2010 23:26:22 -0500 Subject: [lisp-game-dev] lispac: First release Message-ID: <87zkx8l1jl.fsf@Q6600-0.ver.megared.net.mx> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 July 30th 2010 in lisp-game-dev at common-lisp.net thread "lispac: First release" copy to sorancio AT gmail.com and davazp AT es.gnu.org. Hi. Some days later than planned, but here is the the first "playable" release of lispac, a in-development Common Lisp game similar to the classic Pac-Man. Download tarball at: http://download.savannah.gnu.org/releases/lispac/lispac.tar.bz2. OpenPGP signature (Made using GNU PG): http://download.savannah.gnu.org/releases-noredirect/lispac/lispac.tar.bz2.sig To launch lispac use something like: ./cli.lisp -board lambda.pbm -respawn 9.9 -monster-vulnerable-seconds 5 lispac is free software (http://www.gnu.org/philosophy/free-sw.html) released under the GNU General Public License version 3 or any later. A copy is found inside the tarball and in http://www.gnu.org/licenses/gpl-3.0.html. Contributions and ideas are welcome, specially regarding user interface, which is incomplete and ugly by the moment. Regards. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.9 (GNU/Linux) iEYEAREIAAYFAkxTpcEACgkQZ4DA0TLic4jsoQCfVkgLMozUwp2W5umd5vOA+/d0 TBUAniW+EiWABuD37/SX/8ag2Xv5x4ru =7grh -----END PGP SIGNATURE----- From dto1138 at gmail.com Sat Jul 31 20:01:24 2010 From: dto1138 at gmail.com (David O'Toole) Date: Sat, 31 Jul 2010 16:01:24 -0400 Subject: [lisp-game-dev] lispac: First release In-Reply-To: <87zkx8l1jl.fsf@Q6600-0.ver.megared.net.mx> References: <87zkx8l1jl.fsf@Q6600-0.ver.megared.net.mx> Message-ID: Hi Mario, Do you have any screenshots for me to use on the blog? On Sat, Jul 31, 2010 at 12:26 AM, Mario Castelan Castro wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA256 > > July 30th 2010 in lisp-game-dev at common-lisp.net thread "lispac: First > release" copy to sorancio AT gmail.com and davazp AT es.gnu.org. > > Hi. > > Some days later than planned, but here is the the first "playable" > release of lispac, a in-development Common Lisp game similar to the > classic Pac-Man. > > Download tarball at: > http://download.savannah.gnu.org/releases/lispac/lispac.tar.bz2. > > OpenPGP signature (Made using GNU PG): > http://download.savannah.gnu.org/releases-noredirect/lispac/lispac.tar.bz2.sig > > To launch lispac use something like: > > ./cli.lisp -board lambda.pbm -respawn 9.9 -monster-vulnerable-seconds 5 > > lispac is free software (http://www.gnu.org/philosophy/free-sw.html) > released under the GNU General Public License version 3 or any later. ?A > copy is found inside the tarball and in > http://www.gnu.org/licenses/gpl-3.0.html. > > Contributions and ideas are welcome, specially regarding user interface, > which is incomplete and ugly by the moment. > > Regards. > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.4.9 (GNU/Linux) > > iEYEAREIAAYFAkxTpcEACgkQZ4DA0TLic4jsoQCfVkgLMozUwp2W5umd5vOA+/d0 > TBUAniW+EiWABuD37/SX/8ag2Xv5x4ru > =7grh > -----END PGP SIGNATURE----- > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > From marioxcc at gnu.org Sat Jul 31 21:39:49 2010 From: marioxcc at gnu.org (Mario Castelan Castro) Date: Sat, 31 Jul 2010 16:39:49 -0500 Subject: [lisp-game-dev] lispac: First release In-Reply-To: (dto1138@gmail.com) References: <87zkx8l1jl.fsf@Q6600-0.ver.megared.net.mx> Message-ID: <87iq3v49ga.fsf@Q6600-0.ver.megared.net.mx> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 July 30th 2010 to "David O'Toole" thread "lispac: First release" copy to sorancio AT gmail.com and davazp AT es.gnu.org. > Hi Mario, > Do you have any screenshots for me to use on the blog? Sure. It is attached to this message (Same licensing as lispac). Thanks. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.9 (GNU/Linux) iEYEAREIAAYFAkxUl/QACgkQZ4DA0TLic4hSAwCcDFQvb66tVzP4aziqOnjt2cmX wxYAnR89yyVdl0UXY8qPA1oQmDidirwT =MQxb -----END PGP SIGNATURE----- -------------- next part -------------- A non-text attachment was scrubbed... Name: lispac-0.0.png Type: image/png Size: 6953 bytes Desc: Screenshoot URL: