From o.simon at gmail.com Sun Jun 19 02:40:53 2011 From: o.simon at gmail.com (Simon Ortiz) Date: Sun, 19 Jun 2011 11:40:53 +0900 Subject: [lisp-game-dev] Lisp games on Android! Message-ID: dear Lispers and dear game-devs, I'm working on a project to make games on Lisp for smartphones. I'm writing to let you all know of this project. If someone is interested, please let me know, so we can advance the project faster and make better code. The project works using ECL, which has being ported to Android and iOS thanks to the work of Ram Krishnan and Sylvain Ageneau. Right now, you can start ECL on these devices, load and execute any Lisp code. As an example, which is included in the project, you can run a Swank server on the devices, and connect to it from Slime. I'm starting from those projects and I'm attempting to make the connections necessary for making games. My first target is Android. Right now, Lisp can communicate with OpenGL (but there are some crashes...), and Java can communicate touch events to Lisp. The first goal is to be able to draw OpenGL primitives (without crashing), draw textures, and output sound. The second goal is to build the same connections for iOS. The third goal, for the remote future, is to have internet connections. And the fourth goal, for an even farther future, is to read gyroscopes data and GPS data. This project is not aiming at making a Lisp game engine. That is left as an exercise for the developer. But with all the connections there, making your game/engine should be easier. Also, since this project is aiming at releasing games through the App Store, it cannot contain any GPL software. All my work is on the public domain (as in "yes, you can go, use it, make money, and never tell me"). ECL is released under the LGPL license, so there should be no problems if you fulfill your responsibilities. If you want to check the (still crashing) project go to: https://github.com/o-simon/ecl-smartphones If you want to collaborate, please send me an email. I'll give you write access to the repository. I hope to hear from you soon. Sincerely, -- Sim?n Ortiz B., M.Sc., Ing. en Computaci?n Linux Registered User #388735 From ikojba at gmail.com Sun Jun 19 13:28:45 2011 From: ikojba at gmail.com (Joop Kiefte) Date: Sun, 19 Jun 2011 10:28:45 -0300 Subject: [lisp-game-dev] Lisp games on Android! In-Reply-To: References: Message-ID: About releasing under public domain, better to use the CC0 license. It's just the same as Public Domain for you, but it also works just like public domain wherever releasing as public domain is impossible. Thanks a lot! Joop Kiefte 2011/6/18 Simon Ortiz : > dear Lispers and dear game-devs, > > I'm working on a project to make games on Lisp for smartphones. > > I'm writing to let you all know of this project. If someone is > interested, please let me know, so we can advance the project faster > and make better code. > > The project works using ECL, which has being ported to Android and iOS > thanks to the work of Ram Krishnan and Sylvain Ageneau. Right now, you > can start ECL on these devices, load and execute any Lisp code. As an > example, which is included in the project, you can run a Swank server > on the devices, and connect to it from Slime. > > I'm starting from those projects and I'm attempting to make the > connections necessary for making games. My first target is Android. > Right now, Lisp can communicate with OpenGL (but there are some > crashes...), and Java can communicate touch events to Lisp. > > The first goal is to be able to draw OpenGL primitives (without > crashing), draw textures, and output sound. The second goal is to > build the same connections for iOS. The third goal, for the remote > future, is to have internet connections. And the fourth goal, for an > even farther future, is to read gyroscopes data and GPS data. > > This project is not aiming at making a Lisp game engine. That is left > as an exercise for the developer. But with all the connections there, > making your game/engine should be easier. > > Also, since this project is aiming at releasing games through the App > Store, it cannot contain any GPL software. All my work is on the > public domain (as in "yes, you can go, use it, make money, and never > tell me"). ECL is released under the LGPL license, so there should be > no problems if you fulfill your responsibilities. > > If you want to check the (still crashing) project go to: > > https://github.com/o-simon/ecl-smartphones > > If you want to collaborate, please send me an email. I'll give you > write access to the repository. > > I hope to hear from you soon. > > Sincerely, > > -- > Sim?n Ortiz B., M.Sc., Ing. en Computaci?n > Linux Registered User #388735 > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > From elliottslaughter at gmail.com Sun Jun 19 17:06:24 2011 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Sun, 19 Jun 2011 10:06:24 -0700 Subject: [lisp-game-dev] Lisp games on Android! In-Reply-To: References: Message-ID: When you talk about making a wrapper around OpenGL, are you using cl-opengl? I already use cl-opengl in my game engine, so if you did that would encourage me to think about supporting Android. Otherwise (if you are writing your own wrapper) I would probably be discouraged from attempting to port my engine. Thanks. On Sat, Jun 18, 2011 at 7:40 PM, Simon Ortiz wrote: > dear Lispers and dear game-devs, > > I'm working on a project to make games on Lisp for smartphones. > > I'm writing to let you all know of this project. If someone is > interested, please let me know, so we can advance the project faster > and make better code. > > The project works using ECL, which has being ported to Android and iOS > thanks to the work of Ram Krishnan and Sylvain Ageneau. Right now, you > can start ECL on these devices, load and execute any Lisp code. As an > example, which is included in the project, you can run a Swank server > on the devices, and connect to it from Slime. > > I'm starting from those projects and I'm attempting to make the > connections necessary for making games. My first target is Android. > Right now, Lisp can communicate with OpenGL (but there are some > crashes...), and Java can communicate touch events to Lisp. > > The first goal is to be able to draw OpenGL primitives (without > crashing), draw textures, and output sound. The second goal is to > build the same connections for iOS. The third goal, for the remote > future, is to have internet connections. And the fourth goal, for an > even farther future, is to read gyroscopes data and GPS data. > > This project is not aiming at making a Lisp game engine. That is left > as an exercise for the developer. But with all the connections there, > making your game/engine should be easier. > > Also, since this project is aiming at releasing games through the App > Store, it cannot contain any GPL software. All my work is on the > public domain (as in "yes, you can go, use it, make money, and never > tell me"). ECL is released under the LGPL license, so there should be > no problems if you fulfill your responsibilities. > > If you want to check the (still crashing) project go to: > > https://github.com/o-simon/ecl-smartphones > > If you want to collaborate, please send me an email. I'll give you > write access to the repository. > > I hope to hear from you soon. > > Sincerely, > > -- > Sim?n Ortiz B., M.Sc., Ing. en Computaci?n > Linux Registered User #388735 > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://lists.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 Sun Jun 19 17:25:08 2011 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Sun, 19 Jun 2011 10:25:08 -0700 Subject: [lisp-game-dev] Announcing Blackthorn 3D, a new game engine for Common Lisp Message-ID: Hi everyone, This spring I was lucky enough to be able to spend time working on something I've wanted to do for a long time--work on a full-blown 3D game engine in Common Lisp. As a part of CSE 125 at UCSD (a senior design project course in video game), I worked a team with 4 other people to create a 3D multiplayer video game in 10 weeks. The result is Blackthorn 3D, and an accompanying demo game named LKCAS. The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and supports particle effects, portals, skinning and animation (with a loader for the Collada format). The custom-built, pure-CL physics engine has support for swept sphere collisions against the static environment, allowing us to do things like have the players walk on all the walls in our levels. The network code was written with usocket and userial, and easily supports 4 players over a LAN, or even over the internet (albeit with the latency of your connection). See the following video for an example of what the engine can do: http://www.youtube.com/watch?v=jz1OFjVLvcc The course is now over, and I am transitioning Blackthorn 3D into being an open source project. I am planning on being the primary maintainer for the engine, and am looking to see whether anyone in the community is interested in helping out. At this point, I am still working on extracting game-specific code from the engine, but I am hoping that the engine will be usable in 3rd-party games by the end of the summer. For more information, source code, and binaries (for Windows), see the project page: http://code.google.com/p/blackthorn-engine-3d/ -- 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 roshan.church at gmail.com Sun Jun 19 19:51:15 2011 From: roshan.church at gmail.com (Tyler Church) Date: Sun, 19 Jun 2011 12:51:15 -0700 Subject: [lisp-game-dev] Announcing Blackthorn 3D, a new game engine for Common Lisp In-Reply-To: References: Message-ID: Excellent! That looks pretty cool! Alas, I can't really help out, I know next to nothing about 3D, but I send you my encouragement! I'll be watching your project, I hope it goes well. Once you get all the game-specific stuff out of it, make another announcement, I'd be interested in using it :) Tyler On Sun, Jun 19, 2011 at 10:25 AM, Elliott Slaughter wrote: > Hi everyone, > This spring I was lucky enough to be able to spend time working on something > I've wanted to do for a long time--work on a full-blown 3D game engine in > Common Lisp. As a part of CSE 125 at UCSD (a senior design project course in > video game), I worked a team with 4 other people to create a 3D multiplayer > video game in 10 weeks. The result is Blackthorn 3D, and an accompanying > demo game named LKCAS. > The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and > supports particle effects, portals, skinning and animation (with a loader > for the Collada format). The custom-built, pure-CL physics engine has > support for swept sphere collisions against the static environment, allowing > us to do things like have the players walk on all the walls in our levels. > The network code was written with usocket and userial, and easily supports 4 > players over a LAN, or even over the internet (albeit with the latency of > your connection). See the following video for an example of what the engine > can do: > > http://www.youtube.com/watch?v=jz1OFjVLvcc > The course is now over, and I am transitioning Blackthorn 3D into being an > open source project.?I am planning on being the primary maintainer for the > engine, and am looking to see whether anyone in the community is interested > in helping out. At this point, I am still working on extracting > game-specific code from the engine, but I am hoping that the engine will be > usable in 3rd-party games by the end of the summer. > For more information, source code, and binaries (for Windows), see the > project page: > http://code.google.com/p/blackthorn-engine-3d/ > -- > 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://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > From pat at nklein.com Sun Jun 19 20:50:03 2011 From: pat at nklein.com (Patrick Stein) Date: Sun, 19 Jun 2011 15:50:03 -0500 Subject: [lisp-game-dev] Announcing Blackthorn 3D, a new game engine for Common Lisp In-Reply-To: References: Message-ID: Elliott, I'd be interested in helping out. I've watch all of your YouTube videos. And, I had been considering doing my own stuff from scratch, but I'm excited about Blackthorn 3D. -- Patrick On Jun 19, 2011, at 12:25 PM, Elliott Slaughter wrote: > Hi everyone, > > This spring I was lucky enough to be able to spend time working on something I've wanted to do for a long time--work on a full-blown 3D game engine in Common Lisp. As a part of CSE 125 at UCSD (a senior design project course in video game), I worked a team with 4 other people to create a 3D multiplayer video game in 10 weeks. The result is Blackthorn 3D, and an accompanying demo game named LKCAS. > > The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and supports particle effects, portals, skinning and animation (with a loader for the Collada format). The custom-built, pure-CL physics engine has support for swept sphere collisions against the static environment, allowing us to do things like have the players walk on all the walls in our levels. The network code was written with usocket and userial, and easily supports 4 players over a LAN, or even over the internet (albeit with the latency of your connection). See the following video for an example of what the engine can do: > > http://www.youtube.com/watch?v=jz1OFjVLvcc > > The course is now over, and I am transitioning Blackthorn 3D into being an open source project. I am planning on being the primary maintainer for the engine, and am looking to see whether anyone in the community is interested in helping out. At this point, I am still working on extracting game-specific code from the engine, but I am hoping that the engine will be usable in 3rd-party games by the end of the summer. > > For more information, source code, and binaries (for Windows), see the project page: > > http://code.google.com/p/blackthorn-engine-3d/ > > -- > 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://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev -------------- next part -------------- An HTML attachment was scrubbed... URL: From o.simon at gmail.com Mon Jun 20 14:08:19 2011 From: o.simon at gmail.com (Simon Ortiz) Date: Mon, 20 Jun 2011 23:08:19 +0900 Subject: [lisp-game-dev] Lisp games on Android! In-Reply-To: References: Message-ID: @Joop: thanks! I'll read into CC0 :) @Elliot: whether or not to use cl-OpenGL is an undecided matter. Right now, just for testing, I wrote a pair of function wrappers. If you would like to add cl-OpenGL to the project, you are more than welcome! Thanks for your replies! -- Sim?n Ortiz B., M.Sc., Ing. en Computaci?n Linux Registered User #388735 On Mon, Jun 20, 2011 at 02:06, Elliott Slaughter wrote: > When you talk about making a wrapper around OpenGL, are you using cl-opengl? > I already use cl-opengl in my game engine, so if you did that would > encourage me to think about supporting Android. Otherwise (if you are > writing your own wrapper) I would probably be discouraged from attempting to > port my engine. > Thanks. > On Sat, Jun 18, 2011 at 7:40 PM, Simon Ortiz wrote: >> >> dear Lispers and dear game-devs, >> >> I'm working on a project to make games on Lisp for smartphones. >> >> I'm writing to let you all know of this project. If someone is >> interested, please let me know, so we can advance the project faster >> and make better code. >> >> The project works using ECL, which has being ported to Android and iOS >> thanks to the work of Ram Krishnan and Sylvain Ageneau. Right now, you >> can start ECL on these devices, load and execute any Lisp code. As an >> example, which is included in the project, you can run a Swank server >> on the devices, and connect to it from Slime. >> >> I'm starting from those projects and I'm attempting to make the >> connections necessary for making games. My first target is Android. >> Right now, Lisp can communicate with OpenGL (but there are some >> crashes...), and Java can communicate touch events to Lisp. >> >> The first goal is to be able to draw OpenGL primitives (without >> crashing), draw textures, and output sound. The second goal is to >> build the same connections for iOS. The third goal, for the remote >> future, is to have internet connections. And the fourth goal, for an >> even farther future, is to read gyroscopes data and GPS data. >> >> This project is not aiming at making a Lisp game engine. That is left >> as an exercise for the developer. But with all the connections there, >> making your game/engine should be easier. >> >> Also, since this project is aiming at releasing games through the App >> Store, it cannot contain any GPL software. All my work is on the >> public domain (as in "yes, you can go, use it, make money, and never >> tell me"). ECL is released under the LGPL license, so there should be >> no problems if you fulfill your responsibilities. >> >> If you want to check the (still crashing) project go to: >> >> https://github.com/o-simon/ecl-smartphones >> >> If you want to collaborate, please send me an email. I'll give you >> write access to the repository. >> >> I hope to hear from you soon. >> >> Sincerely, >> >> -- >> Sim?n Ortiz B., M.Sc., Ing. en Computaci?n >> Linux Registered User #388735 >> >> _______________________________________________ >> lisp-game-dev mailing list >> lisp-game-dev at common-lisp.net >> http://lists.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 > From o.simon at gmail.com Tue Jun 21 00:22:45 2011 From: o.simon at gmail.com (Simon Ortiz) Date: Tue, 21 Jun 2011 09:22:45 +0900 Subject: [lisp-game-dev] Lisp games on Android! In-Reply-To: References: Message-ID: I'm thinking that using cl-opengl, rather than making another OpenGL wrapper, is definitively a good idea. The more standard, the better, right? Although I wonder if cl-opengl can be used as is. Android and iOS use OpenGL ES, which is a subset of the normal OpenGL. I'll try to adapt cl-opengl into cl-opengles1 on the weekend. Let's see how far I can go. I'll let you know. -- Sim?n Ortiz B., M.Sc., Ing. en Computaci?n Linux Registered User #388735 On Mon, Jun 20, 2011 at 23:08, Simon Ortiz wrote: > @Joop: thanks! I'll read into CC0 :) > > @Elliot: whether or not to use cl-OpenGL is an undecided matter. Right > now, just for testing, I wrote a pair of function wrappers. If you > would like to add cl-OpenGL to the project, you are more than welcome! > > Thanks for your replies! > > -- > Sim?n Ortiz B., M.Sc., Ing. en Computaci?n > Linux Registered User #388735 > > > > On Mon, Jun 20, 2011 at 02:06, Elliott Slaughter > wrote: >> When you talk about making a wrapper around OpenGL, are you using cl-opengl? >> I already use cl-opengl in my game engine, so if you did that would >> encourage me to think about supporting Android. Otherwise (if you are >> writing your own wrapper) I would probably be discouraged from attempting to >> port my engine. >> Thanks. >> On Sat, Jun 18, 2011 at 7:40 PM, Simon Ortiz wrote: >>> >>> dear Lispers and dear game-devs, >>> >>> I'm working on a project to make games on Lisp for smartphones. >>> >>> I'm writing to let you all know of this project. If someone is >>> interested, please let me know, so we can advance the project faster >>> and make better code. >>> >>> The project works using ECL, which has being ported to Android and iOS >>> thanks to the work of Ram Krishnan and Sylvain Ageneau. Right now, you >>> can start ECL on these devices, load and execute any Lisp code. As an >>> example, which is included in the project, you can run a Swank server >>> on the devices, and connect to it from Slime. >>> >>> I'm starting from those projects and I'm attempting to make the >>> connections necessary for making games. My first target is Android. >>> Right now, Lisp can communicate with OpenGL (but there are some >>> crashes...), and Java can communicate touch events to Lisp. >>> >>> The first goal is to be able to draw OpenGL primitives (without >>> crashing), draw textures, and output sound. The second goal is to >>> build the same connections for iOS. The third goal, for the remote >>> future, is to have internet connections. And the fourth goal, for an >>> even farther future, is to read gyroscopes data and GPS data. >>> >>> This project is not aiming at making a Lisp game engine. That is left >>> as an exercise for the developer. But with all the connections there, >>> making your game/engine should be easier. >>> >>> Also, since this project is aiming at releasing games through the App >>> Store, it cannot contain any GPL software. All my work is on the >>> public domain (as in "yes, you can go, use it, make money, and never >>> tell me"). ECL is released under the LGPL license, so there should be >>> no problems if you fulfill your responsibilities. >>> >>> If you want to check the (still crashing) project go to: >>> >>> https://github.com/o-simon/ecl-smartphones >>> >>> If you want to collaborate, please send me an email. I'll give you >>> write access to the repository. >>> >>> I hope to hear from you soon. >>> >>> Sincerely, >>> >>> -- >>> Sim?n Ortiz B., M.Sc., Ing. en Computaci?n >>> Linux Registered User #388735 >>> >>> _______________________________________________ >>> lisp-game-dev mailing list >>> lisp-game-dev at common-lisp.net >>> http://lists.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 >> > From elliottslaughter at gmail.com Tue Jun 21 00:49:47 2011 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Mon, 20 Jun 2011 17:49:47 -0700 Subject: [lisp-game-dev] Lisp games on Android! In-Reply-To: References: Message-ID: On Mon, Jun 20, 2011 at 5:22 PM, Simon Ortiz wrote: > I'm thinking that using cl-opengl, rather than making another OpenGL > wrapper, is definitively a good idea. The more standard, the better, > right? > > Although I wonder if cl-opengl can be used as is. Android and iOS use > OpenGL ES, which is a subset of the normal OpenGL. > Maybe the maintainers of cl-opengl might be able of offer more insight on this? I myself am not particularly an expert on cl-opengl internals. At any rate, the mailing list for that is: http://common-lisp.net/cgi-bin/mailman/listinfo/cl-opengl-devel I'll try to adapt cl-opengl into cl-opengles1 on the weekend. Let's > see how far I can go. > > I'll let you know. > > -- > Sim?n Ortiz B., M.Sc., Ing. en Computaci?n > Linux Registered User #388735 > > > > On Mon, Jun 20, 2011 at 23:08, Simon Ortiz wrote: > > @Joop: thanks! I'll read into CC0 :) > > > > @Elliot: whether or not to use cl-OpenGL is an undecided matter. Right > > now, just for testing, I wrote a pair of function wrappers. If you > > would like to add cl-OpenGL to the project, you are more than welcome! > > > > Thanks for your replies! > > > > -- > > Sim?n Ortiz B., M.Sc., Ing. en Computaci?n > > Linux Registered User #388735 > > > > > > > > On Mon, Jun 20, 2011 at 02:06, Elliott Slaughter > > wrote: > >> When you talk about making a wrapper around OpenGL, are you using > cl-opengl? > >> I already use cl-opengl in my game engine, so if you did that would > >> encourage me to think about supporting Android. Otherwise (if you are > >> writing your own wrapper) I would probably be discouraged from > attempting to > >> port my engine. > >> Thanks. > >> On Sat, Jun 18, 2011 at 7:40 PM, Simon Ortiz wrote: > >>> > >>> dear Lispers and dear game-devs, > >>> > >>> I'm working on a project to make games on Lisp for smartphones. > >>> > >>> I'm writing to let you all know of this project. If someone is > >>> interested, please let me know, so we can advance the project faster > >>> and make better code. > >>> > >>> The project works using ECL, which has being ported to Android and iOS > >>> thanks to the work of Ram Krishnan and Sylvain Ageneau. Right now, you > >>> can start ECL on these devices, load and execute any Lisp code. As an > >>> example, which is included in the project, you can run a Swank server > >>> on the devices, and connect to it from Slime. > >>> > >>> I'm starting from those projects and I'm attempting to make the > >>> connections necessary for making games. My first target is Android. > >>> Right now, Lisp can communicate with OpenGL (but there are some > >>> crashes...), and Java can communicate touch events to Lisp. > >>> > >>> The first goal is to be able to draw OpenGL primitives (without > >>> crashing), draw textures, and output sound. The second goal is to > >>> build the same connections for iOS. The third goal, for the remote > >>> future, is to have internet connections. And the fourth goal, for an > >>> even farther future, is to read gyroscopes data and GPS data. > >>> > >>> This project is not aiming at making a Lisp game engine. That is left > >>> as an exercise for the developer. But with all the connections there, > >>> making your game/engine should be easier. > >>> > >>> Also, since this project is aiming at releasing games through the App > >>> Store, it cannot contain any GPL software. All my work is on the > >>> public domain (as in "yes, you can go, use it, make money, and never > >>> tell me"). ECL is released under the LGPL license, so there should be > >>> no problems if you fulfill your responsibilities. > >>> > >>> If you want to check the (still crashing) project go to: > >>> > >>> https://github.com/o-simon/ecl-smartphones > >>> > >>> If you want to collaborate, please send me an email. I'll give you > >>> write access to the repository. > >>> > >>> I hope to hear from you soon. > >>> > >>> Sincerely, > >>> > >>> -- > >>> Sim?n Ortiz B., M.Sc., Ing. en Computaci?n > >>> Linux Registered User #388735 > >>> > >>> _______________________________________________ > >>> lisp-game-dev mailing list > >>> lisp-game-dev at common-lisp.net > >>> http://lists.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 > >> > > > -- 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 Jun 21 03:50:00 2011 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Mon, 20 Jun 2011 20:50:00 -0700 Subject: [lisp-game-dev] Announcing Blackthorn 3D, a new game engine for Common Lisp In-Reply-To: References: Message-ID: On Sun, Jun 19, 2011 at 1:50 PM, Patrick Stein wrote: > Elliott, I'd be interested in helping out. I've watch all of your YouTube > videos. And, I had been considering doing my own stuff from scratch, but > I'm excited about Blackthorn 3D. > I don't know how much headway you've made on unet, but it might be useful to extract parts of the network layer to form the basis of such a library. I thinking most of the stuff in http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d/network/socket.lisp and http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d/network/message.lisp Also, (and this is for Tyler as well), while I will certainly post occasional updates to this list, more frequent updates will be posted on blackthorn's own mailing list: http://groups.google.com/group/blackthorn-engine-3d-discuss -- Patrick > > On Jun 19, 2011, at 12:25 PM, Elliott Slaughter < > elliottslaughter at gmail.com> wrote: > > Hi everyone, > > This spring I was lucky enough to be able to spend time working on > something I've wanted to do for a long time--work on a full-blown 3D game > engine in Common Lisp. As a part of CSE 125 at UCSD(a senior design project course in video game), I worked a team with 4 other > people to create a 3D multiplayer video game in 10 weeks. The result is > Blackthorn 3D, and an accompanying demo game named LKCAS. > > The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and > supports particle effects, portals, skinning and animation (with a loader > for the Collada format). The custom-built, > pure-CL physics engine has support for swept sphere collisions against the > static environment, allowing us to do things like have the players walk on > all the walls in our levels. The network code was written with usocket and > userial, and easily supports 4 players over a LAN, or even over the internet > (albeit with the latency of your connection). See the following video for an > example of what the engine can do: > > > http://www.youtube.com/watch?v=jz1OFjVLvcc > > The course is now over, and I am transitioning Blackthorn 3D into being an > open source project. I am planning on being the primary maintainer for the > engine, and am looking to see whether anyone in the community is interested > in helping out. At this point, I am still working on extracting > game-specific code from the engine, but I am hoping that the engine will be > usable in 3rd-party games by the end of the summer. > > For more information, source code, and binaries (for Windows), see the > project page: > > > http://code.google.com/p/blackthorn-engine-3d/ > > -- > 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://lists.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 airbaggins at gmail.com Tue Jun 21 05:50:47 2011 From: airbaggins at gmail.com (Bill Robinson) Date: Tue, 21 Jun 2011 06:50:47 +0100 Subject: [lisp-game-dev] Announcing Blackthorn 3D, a new game engine for Common Lisp In-Reply-To: References: Message-ID: Hi there, Just thought I should throw my 2p in. I haven't done the general introduction of myself on this list here when it was more fashionable a few months ago, but I have been working on a networking library (Zoetrope) for lag compensation the last 6 months when I've had time. It's in a mostly workable state now. Here's a video (my first ever screencast, when I get round to making another, I'm sure it will be better) http://www.youtube.com/watch?v=Yyph7SN71qs The demo app there was written with gl-glfw-* but it's independent of it. Zoetrope dependencies are just ironclad and CFFI. I have a publicly accessible repository at http://git.wvr.me.uk/?p=zoetrope.git Liking the look of blackthorn. :) Ciao -bill http://wvr.me.uk On 21 June 2011 04:50, Elliott Slaughter wrote: > On Sun, Jun 19, 2011 at 1:50 PM, Patrick Stein wrote: > >> Elliott, I'd be interested in helping out. I've watch all of your YouTube >> videos. And, I had been considering doing my own stuff from scratch, but >> I'm excited about Blackthorn 3D. >> > > I don't know how much headway you've made on unet, but it might be useful > to extract parts of the network layer to form the basis of such a library. I > thinking most of the stuff in > > > http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d/network/socket.lisp > > and > > > http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d/network/message.lisp > > Also, (and this is for Tyler as well), while I will certainly post > occasional updates to this list, more frequent updates will be posted on > blackthorn's own mailing list: > > http://groups.google.com/group/blackthorn-engine-3d-discuss > > -- Patrick >> >> On Jun 19, 2011, at 12:25 PM, Elliott Slaughter < >> elliottslaughter at gmail.com> wrote: >> >> Hi everyone, >> >> This spring I was lucky enough to be able to spend time working on >> something I've wanted to do for a long time--work on a full-blown 3D game >> engine in Common Lisp. As a part of CSE 125 at UCSD(a senior design project course in video game), I worked a team with 4 other >> people to create a 3D multiplayer video game in 10 weeks. The result is >> Blackthorn 3D, and an accompanying demo game named LKCAS. >> >> The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and >> supports particle effects, portals, skinning and animation (with a loader >> for the Collada format). The custom-built, >> pure-CL physics engine has support for swept sphere collisions against the >> static environment, allowing us to do things like have the players walk on >> all the walls in our levels. The network code was written with usocket and >> userial, and easily supports 4 players over a LAN, or even over the internet >> (albeit with the latency of your connection). See the following video for an >> example of what the engine can do: >> >> >> http://www.youtube.com/watch?v=jz1OFjVLvcc >> >> The course is now over, and I am transitioning Blackthorn 3D into being an >> open source project. I am planning on being the primary maintainer for the >> engine, and am looking to see whether anyone in the community is interested >> in helping out. At this point, I am still working on extracting >> game-specific code from the engine, but I am hoping that the engine will be >> usable in 3rd-party games by the end of the summer. >> >> For more information, source code, and binaries (for Windows), see the >> project page: >> >> >> http://code.google.com/p/blackthorn-engine-3d/ >> >> -- >> 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://lists.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://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From o.simon at gmail.com Sun Jun 26 13:31:13 2011 From: o.simon at gmail.com (Simon Ortiz) Date: Sun, 26 Jun 2011 22:31:13 +0900 Subject: [lisp-game-dev] Lisp games on Android! In-Reply-To: References: Message-ID: @Jake: thanks for your encouragement! @Elliot: thanks for the information. I sent an email to the mailing list. I'm waiting for a reply :D I'm willing to do the adaptation my self, but it'd be nice to count with some support from the maintainers. -- Sim?n Ortiz B., M.Sc., Ing. en Computaci?n Linux Registered User #388735 On Tue, Jun 21, 2011 at 09:49, Elliott Slaughter wrote: > On Mon, Jun 20, 2011 at 5:22 PM, Simon Ortiz wrote: >> >> I'm thinking that using cl-opengl, rather than making another OpenGL >> wrapper, is definitively a good idea. The more standard, the better, >> right? >> >> Although I wonder if cl-opengl can be used as is. Android and iOS use >> OpenGL ES, which is a subset of the normal OpenGL. > > Maybe the maintainers of cl-opengl might be able of offer more insight on > this? I myself am not particularly an expert on cl-opengl internals. At any > rate, the mailing list for that is: > http://common-lisp.net/cgi-bin/mailman/listinfo/cl-opengl-devel >> >> I'll try to adapt cl-opengl into cl-opengles1 on the weekend. Let's >> see how far I can go. >> >> I'll let you know. >> >> -- >> Sim?n Ortiz B., M.Sc., Ing. en Computaci?n >> Linux Registered User #388735 >> >> >> >> On Mon, Jun 20, 2011 at 23:08, Simon Ortiz wrote: >> > @Joop: thanks! I'll read into CC0 :) >> > >> > @Elliot: whether or not to use cl-OpenGL is an undecided matter. Right >> > now, just for testing, I wrote a pair of function wrappers. If you >> > would like to add cl-OpenGL to the project, you are more than welcome! >> > >> > Thanks for your replies! >> > >> > -- >> > Sim?n Ortiz B., M.Sc., Ing. en Computaci?n >> > Linux Registered User #388735 >> > >> > >> > >> > On Mon, Jun 20, 2011 at 02:06, Elliott Slaughter >> > wrote: >> >> When you talk about making a wrapper around OpenGL, are you using >> >> cl-opengl? >> >> I already use cl-opengl in my game engine, so if you did that would >> >> encourage me to think about supporting Android. Otherwise (if you are >> >> writing your own wrapper) I would probably be discouraged from >> >> attempting to >> >> port my engine. >> >> Thanks. >> >> On Sat, Jun 18, 2011 at 7:40 PM, Simon Ortiz wrote: >> >>> >> >>> dear Lispers and dear game-devs, >> >>> >> >>> I'm working on a project to make games on Lisp for smartphones. >> >>> >> >>> I'm writing to let you all know of this project. If someone is >> >>> interested, please let me know, so we can advance the project faster >> >>> and make better code. >> >>> >> >>> The project works using ECL, which has being ported to Android and iOS >> >>> thanks to the work of Ram Krishnan and Sylvain Ageneau. Right now, you >> >>> can start ECL on these devices, load and execute any Lisp code. As an >> >>> example, which is included in the project, you can run a Swank server >> >>> on the devices, and connect to it from Slime. >> >>> >> >>> I'm starting from those projects and I'm attempting to make the >> >>> connections necessary for making games. My first target is Android. >> >>> Right now, Lisp can communicate with OpenGL (but there are some >> >>> crashes...), and Java can communicate touch events to Lisp. >> >>> >> >>> The first goal is to be able to draw OpenGL primitives (without >> >>> crashing), draw textures, and output sound. The second goal is to >> >>> build the same connections for iOS. The third goal, for the remote >> >>> future, is to have internet connections. And the fourth goal, for an >> >>> even farther future, is to read gyroscopes data and GPS data. >> >>> >> >>> This project is not aiming at making a Lisp game engine. That is left >> >>> as an exercise for the developer. But with all the connections there, >> >>> making your game/engine should be easier. >> >>> >> >>> Also, since this project is aiming at releasing games through the App >> >>> Store, it cannot contain any GPL software. All my work is on the >> >>> public domain (as in "yes, you can go, use it, make money, and never >> >>> tell me"). ECL is released under the LGPL license, so there should be >> >>> no problems if you fulfill your responsibilities. >> >>> >> >>> If you want to check the (still crashing) project go to: >> >>> >> >>> https://github.com/o-simon/ecl-smartphones >> >>> >> >>> If you want to collaborate, please send me an email. I'll give you >> >>> write access to the repository. >> >>> >> >>> I hope to hear from you soon. >> >>> >> >>> Sincerely, >> >>> >> >>> -- >> >>> Sim?n Ortiz B., M.Sc., Ing. en Computaci?n >> >>> Linux Registered User #388735 >> >>> >> >>> _______________________________________________ >> >>> lisp-game-dev mailing list >> >>> lisp-game-dev at common-lisp.net >> >>> http://lists.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 >> >> >> > > > > > -- > 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 > From elliottslaughter at gmail.com Sun Jun 26 16:25:30 2011 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Sun, 26 Jun 2011 09:25:30 -0700 Subject: [lisp-game-dev] Announcing Blackthorn 3D, a new game engine for Common Lisp In-Reply-To: References: Message-ID: On Mon, Jun 20, 2011 at 10:50 PM, Bill Robinson wrote: > Hi there, > > Just thought I should throw my 2p in. I haven't done the general > introduction of myself on this list here when it was more fashionable a few > months ago, but I have been working on a networking library (Zoetrope) for > lag compensation the last 6 months when I've had time. It's in a mostly > workable state now. > Can you give us an idea (or point me to a README or something) of what features it has specifically? Here's a video (my first ever screencast, when I get round to making > another, I'm sure it will be better) > http://www.youtube.com/watch?v=Yyph7SN71qs > > The demo app there was written with gl-glfw-* but it's independent of it. > Zoetrope dependencies are just ironclad and CFFI. > Is it independent of something like usocket? I'm just wondering what impact this has on portability. Usocket as it is has enough trouble with portability; I've had plenty of trouble making everything work as intended on all OS/compiler combinations. I can see the advantage of going for CFFI and doing the bindings yourself, but the cost is more testing required to verify that everything works. I have a publicly accessible repository at > http://git.wvr.me.uk/?p=zoetrope.git Thanks for sharing. Not sure if I'll use it, but I'll definitely keep an eye out. :-) Liking the look of blackthorn. :) > > Ciao > -bill > http://wvr.me.uk > > > On 21 June 2011 04:50, Elliott Slaughter wrote: > >> On Sun, Jun 19, 2011 at 1:50 PM, Patrick Stein wrote: >> >>> Elliott, I'd be interested in helping out. I've watch all of your >>> YouTube videos. And, I had been considering doing my own stuff from >>> scratch, but I'm excited about Blackthorn 3D. >>> >> >> I don't know how much headway you've made on unet, but it might be useful >> to extract parts of the network layer to form the basis of such a library. I >> thinking most of the stuff in >> >> >> http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d/network/socket.lisp >> >> and >> >> >> http://code.google.com/p/blackthorn-engine-3d/source/browse/src/blackthorn3d/network/message.lisp >> >> Also, (and this is for Tyler as well), while I will certainly post >> occasional updates to this list, more frequent updates will be posted on >> blackthorn's own mailing list: >> >> http://groups.google.com/group/blackthorn-engine-3d-discuss >> >> -- Patrick >>> >>> On Jun 19, 2011, at 12:25 PM, Elliott Slaughter < >>> elliottslaughter at gmail.com> wrote: >>> >>> Hi everyone, >>> >>> This spring I was lucky enough to be able to spend time working on >>> something I've wanted to do for a long time--work on a full-blown 3D game >>> engine in Common Lisp. As a part of CSE 125 at UCSD(a senior design project course in video game), I worked a team with 4 other >>> people to create a 3D multiplayer video game in 10 weeks. The result is >>> Blackthorn 3D, and an accompanying demo game named LKCAS. >>> >>> The game engine uses cl-opengl (with lispbuilder-sdl) for graphics, and >>> supports particle effects, portals, skinning and animation (with a loader >>> for the Collada format). The custom-built, >>> pure-CL physics engine has support for swept sphere collisions against the >>> static environment, allowing us to do things like have the players walk on >>> all the walls in our levels. The network code was written with usocket and >>> userial, and easily supports 4 players over a LAN, or even over the internet >>> (albeit with the latency of your connection). See the following video for an >>> example of what the engine can do: >>> >>> >>> http://www.youtube.com/watch?v=jz1OFjVLvcc >>> >>> The course is now over, and I am transitioning Blackthorn 3D into being >>> an open source project. I am planning on being the primary maintainer for >>> the engine, and am looking to see whether anyone in the community is >>> interested in helping out. At this point, I am still working on extracting >>> game-specific code from the engine, but I am hoping that the engine will be >>> usable in 3rd-party games by the end of the summer. >>> >>> For more information, source code, and binaries (for Windows), see the >>> project page: >>> >>> >>> http://code.google.com/p/blackthorn-engine-3d/ >>> >>> -- >>> 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://lists.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://lists.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: