From tylertrain at yahoo.com Mon Mar 14 01:31:51 2011 From: tylertrain at yahoo.com (Tyler Church) Date: Sun, 13 Mar 2011 18:31:51 -0700 (PDT) Subject: [lisp-game-dev] Hello Everybody! Message-ID: <740558.9331.qm@web33005.mail.mud.yahoo.com> Hello Everybody! I was quite happy when I found the wiki + this mailing list, it's nice to know that I'm not the only one in existence that's making games with Lisp :) I'm a bit sad that no one's posted here in a while, which is why I'm writing. None of you have probably seen me before, so I suppose a little bio is in order. I'm Tyler Church, I love to program. I make video tutorials: manwithcode.com I write code: github.com/tylerc I keep a blog: rubygamedev.wordpress.com (I haven't written in forever though, don't know if that'll change anytime soon) I'm a Ruby and C/C++ guy (HTML and JavaScript sometimes too), and have slowly been becoming a Lisp guy. School & Life demands have been keeping most of my projects from seeing the light of day, but the Lisp game I'm making is coming along nicely, so hopefully that'll be online soon. Enough about me though, I really wanted to make sure everyone on this list is still alive :) . So, how is everyone? How're your projects going? - Tyler From elliottslaughter at gmail.com Mon Mar 14 04:49:09 2011 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Sun, 13 Mar 2011 21:49:09 -0700 Subject: [lisp-game-dev] Hello Everybody! In-Reply-To: <740558.9331.qm@web33005.mail.mud.yahoo.com> References: <740558.9331.qm@web33005.mail.mud.yahoo.com> Message-ID: Welcome! As you have observed, this list tends not to get much traffic. Most the traffic we do get is from David O'Toole's occasional Lisp games competitions . I've been slowly working away on Thopter, and am hoping to do some sort of a release soonish. Depending on how much time I get, it might be a large or a small release. I just recently got commonqt/cl-smoke to work on my mac, so that may finally be an option for redoing the game's UI. In other news, Blackthorn (my game engine) is now available on Quicklisp . Quicklisp, in case you haven't heard of it, is definitely worth looking into. It makes getting new Lisp libraries super easy and almost obsoletes my Blackthorn Starter Pack (modulo C libraries, which Quicklisp doesn't really handle yet). Also, Clozure CL announced not too long ago that the upcoming 1.7 release will allow 32-bit binaries to run on 64-bit Windows. Right now this is only available in svn trunk, but for any of you who have (like me) been experiencing crashes in SBCL on 64-bit Windows, this might make it possible to make a Windows binary for your game again without resorting to commercial Lisp compilers. That's about it on my end. Anyone else? On Sun, Mar 13, 2011 at 6:31 PM, Tyler Church wrote: > Hello Everybody! > > I was quite happy when I found the wiki + this mailing list, it's nice to > know that I'm not the only one in existence that's making games with Lisp :) > I'm a bit sad that no one's posted here in a while, which is why I'm > writing. > > None of you have probably seen me before, so I suppose a little bio is in > order. > I'm Tyler Church, I love to program. > I make video tutorials: manwithcode.com > I write code: github.com/tylerc > I keep a blog: rubygamedev.wordpress.com (I haven't written in forever > though, don't know if that'll change anytime soon) > > I'm a Ruby and C/C++ guy (HTML and JavaScript sometimes too), and have > slowly been becoming a Lisp guy. School & Life demands have been keeping > most of my projects from seeing the light of day, but the Lisp game I'm > making is coming along nicely, so hopefully that'll be online soon. > > Enough about me though, I really wanted to make sure everyone on this list > is still alive :) . So, how is everyone? How're your projects going? > > - Tyler > > > > > _______________________________________________ > 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 dto1138 at gmail.com Mon Mar 14 04:50:08 2011 From: dto1138 at gmail.com (David O'Toole) Date: Mon, 14 Mar 2011 00:50:08 -0400 Subject: [lisp-game-dev] Hello Everybody! In-Reply-To: <740558.9331.qm@web33005.mail.mud.yahoo.com> References: <740558.9331.qm@web33005.mail.mud.yahoo.com> Message-ID: Hi Tyler, welcome to the list (and wiki!) I actually would love for us to get more discussion done on the mailing list, because of the difficulty in synchronizing people on the IRC channel for discussion. the IRC channel is very effective in a number of ways, but I think we would really benefit from using the mailing list more. The mailing list would invole people don't use IRC, and if the list archives are public then our knowledge and discussions go into Google. I'd actually like to start one or two threads, now that I'm ending my two-month hiatus from programming. Which takes me to my next email! On Sun, Mar 13, 2011 at 9:31 PM, Tyler Church wrote: > Hello Everybody! > > I was quite happy when I found the wiki + this mailing list, it's nice to know that I'm not the only one in existence that's making games with Lisp :) I'm a bit sad that no one's posted here in a while, which is why I'm writing. > > None of you have probably seen me before, so I suppose a little bio is in order. > I'm Tyler Church, I love to program. > I make video tutorials: manwithcode.com > I write code: github.com/tylerc > I keep a blog: rubygamedev.wordpress.com (I haven't written in forever though, don't know if that'll change anytime soon) > > I'm a Ruby and C/C++ guy (HTML and JavaScript sometimes too), and have slowly been becoming a Lisp guy. School & Life demands have been keeping most of my projects from seeing the light of day, but the Lisp game I'm making is coming along nicely, so hopefully that'll be online soon. > > Enough about me though, I really wanted to make sure everyone on this list is still alive :) . So, how is everyone? How're your projects going? > > - Tyler > > > > > _______________________________________________ > 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 Mar 14 04:55:56 2011 From: dto1138 at gmail.com (David O'Toole) Date: Mon, 14 Mar 2011 00:55:56 -0400 Subject: [lisp-game-dev] industry journal article on lisp in games Message-ID: I found this really interesting industry article on Lisp in game development (link below) Apparently this is being republished from a print journal, so I'm not sure if anyone here has read it before. I've read a chunk of the article and it's fascinating to finally see more details on the legendary GOOL (predecessor of GOAL) used in some very popular Playstation 2 games. http://all-things-andy-gavin.com/2011/03/12/making-crash-bandicoot-gool-part-9/ Let's put more of our knowledge on the mailing list so that Google (and people who don't use IRC) can see it :) I'll post thoughts after I finish reading. From dto1138 at gmail.com Mon Mar 14 05:11:42 2011 From: dto1138 at gmail.com (David O'Toole) Date: Mon, 14 Mar 2011 01:11:42 -0400 Subject: [lisp-game-dev] ioforms status update Message-ID: Not too long ago I set up http://ioforms.org/ to house information for my game-engine-and-toolset project. I want to turn it into a community site eventually, a sort of "social game development and publishing" service for people who use IOFORMS and/or related Lisp games software. Right now I'm the only one who uses IOFORMS, so the social networking is easy :). But, I have spent a lot of time and effort to move IOFORMS much closer to the kind of discoverable and inhabitable system that might attract more users. This involved a lot of research, improvements to the underlying object model, deprecation or removal of some code, as well as writing significant new code for a user interface and tools. As you'll see by the site's past scheduled dates for things, I have been very busy with non-programming related stuff for about two months, and so right now I am not quite ready for the first developer's alpha release described on the ioforms.org site. But I'm working on it. From dave at pawfal.org Mon Mar 14 07:30:54 2011 From: dave at pawfal.org (David Griffiths) Date: Mon, 14 Mar 2011 09:30:54 +0200 Subject: [lisp-game-dev] introduction Message-ID: <1300087854.2040.39.camel@bug> Hi all, I'm making games with lisp, and have been lurking here for a while and thought I should probably say hello. I'm one of the authors of fluxus, a scheme (racket lang) based 3D game engine for rapid prototyping and livecoding: http://www.pawfal.org/fluxus/ I've used it to create a lot of stuff, this is probably one of the more complex projects I've done: http://www.pawfal.org/dave/index.cgi?Projects/Plant%20Eyes Last year I worked on a facebook game called "Naked on Pluto" (a critical art-game about social networking) where we wrote all the server code in scheme: http://naked-on-pluto.net/ And more recently I've been working with clojure for another online game, a critical take on FarmVille involving permaculture - a bit of info on that here: http://www.pawfal.org/dave/blog/ My background is in the games industry, and I now enjoy the benefits of functional programming and lisp macros for games dev while fondly remembering all the headaches that statefulness caused when working with thousands of C++ classes. cheers, dave From morgan.veyret at gmail.com Mon Mar 14 08:38:18 2011 From: morgan.veyret at gmail.com (Morgan Veyret) Date: Mon, 14 Mar 2011 09:38:18 +0100 Subject: [lisp-game-dev] introduction In-Reply-To: <1300087854.2040.39.camel@bug> References: <1300087854.2040.39.camel@bug> Message-ID: On Mon, Mar 14, 2011 at 8:30 AM, David Griffiths wrote: > Hi all, > > I'm making games with lisp, and have been lurking here for a while and > thought I should probably say hello. > > I'm one of the authors of fluxus, a scheme (racket lang) based 3D game > engine for rapid prototyping and livecoding: > http://www.pawfal.org/fluxus/ > > I've used it to create a lot of stuff, this is probably one of the more > complex projects I've done: > http://www.pawfal.org/dave/index.cgi?Projects/Plant%20Eyes > > Last year I worked on a facebook game called "Naked on Pluto" (a > critical art-game about social networking) where we wrote all the server > code in scheme: http://naked-on-pluto.net/ > > And more recently I've been working with clojure for another online > game, a critical take on FarmVille involving permaculture - a bit of > info on that here: http://www.pawfal.org/dave/blog/ > > My background is in the games industry, and I now enjoy the benefits of > functional programming and lisp macros for games dev while fondly > remembering all the headaches that statefulness caused when working with > thousands of C++ classes. > > cheers, > > dave > Hi David and welcome to the list :) I'm really interested in your plant eyes project here. I've been toying with some plant growing idea for a while now and I'd really like to have a look at your code & ideas for this. Unfortunately the source code link on you page seems to be broken. Is there any other place where I can have a look at this? -------------- next part -------------- An HTML attachment was scrubbed... URL: From dave at pawfal.org Mon Mar 14 08:58:25 2011 From: dave at pawfal.org (David Griffiths) Date: Mon, 14 Mar 2011 10:58:25 +0200 Subject: [lisp-game-dev] introduction In-Reply-To: References: <1300087854.2040.39.camel@bug> Message-ID: <1300093105.2040.79.camel@bug> On Mon, 2011-03-14 at 09:38 +0100, Morgan Veyret wrote: > > Hi David and welcome to the list :) > > I'm really interested in your plant eyes project here. > I've been toying with some plant growing idea for a while now and I'd > really like > to have a look at your code & ideas for this. > Unfortunately the source code link on you page seems to be broken. > Is there any other place where I can have a look at this? Fixed now - or go to: http://gitorious.org/flotsam/flotsam/trees/master/groworld/game-prototypes/plant-eyes Thanks for letting me know! Most of the growth in that game is done via animated 3D extrusions along paths, the code for this is now in the core of fluxus, the code for which can be found here: http://git.savannah.gnu.org/cgit/fluxus.git/tree/modules/scheme/poly-tools.ss cheers, dave From aerique at xs4all.nl Mon Mar 14 13:12:39 2011 From: aerique at xs4all.nl (Erik Winkels) Date: Mon, 14 Mar 2011 14:12:39 +0100 Subject: [lisp-game-dev] introduction In-Reply-To: <1300087854.2040.39.camel@bug> (David Griffiths's message of "Mon, 14 Mar 2011 09:30:54 +0200") References: <1300087854.2040.39.camel@bug> Message-ID: <87wrk14zi0.fsf@xs4all.nl> Hello David, (And first of all thanks to Tyler Church for his post. I had forgotten this mailing list existed and I've used IRC (and direct mail) for questions that would have been better asked on this list.) "David Griffiths" wrote on maandag 2011-03-14 08:30: > > http://www.pawfal.org/fluxus/ How nice to see you on this mailing list. Juse two weeks ago I was playing around with Fastbreeder and Geo. I still have to show Fastbreeder to a friend of mine who composes music. (http://matthewflorianz.com/) The Pawfal site is a real netgem(tm), together with f.e. http://iquilezles.org/. Right, enough bumlicking. This last year, in the little spare time available, I've been mostly working on my skill set which I can hopefully use to release a first simple game in 2011 or 2012. From ryan at acceleration.net Mon Mar 14 13:42:06 2011 From: ryan at acceleration.net (Ryan Davis) Date: Mon, 14 Mar 2011 09:42:06 -0400 Subject: [lisp-game-dev] Hi everyone Message-ID: <4D7E1B2E.6090100@acceleration.net> Hi, I'm Ryan. I figured I'd chime in while people are doing introductions. Lisp games are an on/off hobby for me. I've got a decent amount of code on github: https://github.com/ryepup I end up playing a lot with space ships, SDL, and bad AI. I like setting up a system and watching it go. I've been meandering towards to a tower defense game, starting with a simulation library inspired by Simpy (http://simpy.sourceforge.net/), at https://github.com/ryepup/rpd-simulation. To get this work I made a small coroutine library so I could have a "yield" statement like python, at https://github.com/ryepup/rpd-coroutines. There's some code at https://github.com/ryepup/rpd-simulation/tree/master/examples that shows these in use. Eventually I'll put something together, but I'm firmly on the hobby end of the scale :) Thanks, Ryan -- Ryan Davis Acceleration.net Director of Programming Services 2831 NW 41st street, suite B Gainesville, FL 32606 Office: 352-335-6500 x 124 Fax: 352-335-6506 From roshan.church at gmail.com Tue Mar 15 06:02:43 2011 From: roshan.church at gmail.com (Tyler Church) Date: Mon, 14 Mar 2011 23:02:43 -0700 Subject: [lisp-game-dev] Hello Everybody! In-Reply-To: <554508.87707.qm@web33005.mail.mud.yahoo.com> References: <554508.87707.qm@web33005.mail.mud.yahoo.com> Message-ID: On Mon, ?March 13, 2011 at 9:49 PM, Elliott Slaughter wrote: > Welcome! > > As you have observed, this list tends not to get much traffic. Most the traffic we do get is from David O'Toole's?occasional?Lisp games competitions. > > > I've been slowly working away on Thopter, and am hoping to do some sort of a release soonish. Depending on how much time I get, it might be a large or a small release. I just recently got commonqt/cl-smoke to work on my mac, so that may finally be an option for redoing the game's UI. > > In other news, Blackthorn (my game engine) is now available on Quicklisp. Quicklisp, in case you haven't heard of it, is definitely worth looking into. It makes getting new Lisp libraries super easy and almost obsoletes my Blackthorn Starter Pack?(modulo C libraries, which Quicklisp doesn't really handle yet). > > Also, Clozure CL announced not too long ago that the upcoming 1.7 release will allow 32-bit binaries to run on 64-bit Windows. Right now this is only available in svn trunk, but for any of you who have (like me) been experiencing crashes in SBCL on 64-bit Windows, this might make it possible to make a Windows binary for your game again without resorting to commercial Lisp compilers. > > That's about it on my end. Anyone else? > -- > 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 Cool! I'll definitely keep an eye on Thopter, it looks like it'll be really cool! And, indeed, Quicklisp is great :) That's great news about Clozure CL, 64-bit Windows has been killing me since I started out. Have you tried it out of trunk? Thoughts/Experiences would be much appreciated. - Tyler P.S. I f-ed up when I subscribed to this list, I used the wrong email. My apologies if I've just confused everyone by changing it, I am the Tyler that initially wrote, this is my real email. From elliottslaughter at gmail.com Tue Mar 15 06:17:59 2011 From: elliottslaughter at gmail.com (Elliott Slaughter) Date: Mon, 14 Mar 2011 23:17:59 -0700 Subject: [lisp-game-dev] Hello Everybody! In-Reply-To: References: <554508.87707.qm@web33005.mail.mud.yahoo.com> Message-ID: On Mon, Mar 14, 2011 at 11:02 PM, Tyler Church wrote: > On Mon, March 13, 2011 at 9:49 PM, Elliott Slaughter > wrote: > > Welcome! > > > > As you have observed, this list tends not to get much traffic. Most the > traffic we do get is from David O'Toole's occasional Lisp games > competitions. > > > > > > I've been slowly working away on Thopter, and am hoping to do some sort > of a release soonish. Depending on how much time I get, it might be a large > or a small release. I just recently got commonqt/cl-smoke to work on my mac, > so that may finally be an option for redoing the game's UI. > > > > In other news, Blackthorn (my game engine) is now available on Quicklisp. > Quicklisp, in case you haven't heard of it, is definitely worth looking > into. It makes getting new Lisp libraries super easy and almost obsoletes my > Blackthorn Starter Pack (modulo C libraries, which Quicklisp doesn't really > handle yet). > > > > Also, Clozure CL announced not too long ago that the upcoming 1.7 release > will allow 32-bit binaries to run on 64-bit Windows. Right now this is only > available in svn trunk, but for any of you who have (like me) been > experiencing crashes in SBCL on 64-bit Windows, this might make it possible > to make a Windows binary for your game again without resorting to commercial > Lisp compilers. > > > > That's about it on my end. Anyone else? > > -- > > 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 > > > Cool! I'll definitely keep an eye on Thopter, it looks like it'll be > really cool! > > And, indeed, Quicklisp is great :) > > That's great news about Clozure CL, 64-bit Windows has been killing me > since > I started out. Have you tried it out of trunk? Thoughts/Experiences would > be > much appreciated. > Yes, I checked out trunk, and it ran Thopter, although I wasn't really trying that hard to break it (specifically, I didn't try to use threads). It's definitely a step above SBCL/Win64, which has been crashing on Thopter for over a year now. - Tyler > > P.S. I f-ed up when I subscribed to this list, I used the wrong email. My > apologies if I've just confused everyone by changing it, I am the Tyler > that > initially wrote, this is my real email. > -- 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 Tue Mar 15 06:25:13 2011 From: roshan.church at gmail.com (Tyler Church) Date: Mon, 14 Mar 2011 23:25:13 -0700 Subject: [lisp-game-dev] Hello Everybody! In-Reply-To: References: <554508.87707.qm@web33005.mail.mud.yahoo.com> Message-ID: > Yes, I checked out trunk, and it ran Thopter, although I wasn't really > trying that hard to break it (specifically, I didn't try to use threads). > It's definitely a step above SBCL/Win64, which has been crashing on Thopter > for over a year now. Excellent! I'm happy to hear it actually works, I guess the trunk version of CCL will become the Lisp I use under Windows until CCL 1.7 comes out. - Tyler From roshan.church at gmail.com Tue Mar 15 06:45:33 2011 From: roshan.church at gmail.com (Tyler Church) Date: Mon, 14 Mar 2011 23:45:33 -0700 Subject: [lisp-game-dev] org-babel Message-ID: Not too long ago, I ran across David's blog(http://lispgamesdev.blogspot.com/), more specifically the post on using org-babel for Literate Programming (http://lispgamesdev.blogspot.com/2010/07/literate-programming-with-common-lisp.html) My first thought was "Oh man, I've gotta try this," and with a little time and frustration, I got org-babel working decently well. The game I'm working on right now is using org-babel, and I'm starting to like it, though there are still a few things that I want to change/add/mess with when I have time for it. So I have an open question: Has anyone else used org-babel to write code with? What have been your experiences with it? (commentary, tips, tricks, additions you've made, etc. would be nice to hear :) And to David directly: Are you still using org-babel since that last post? - Tyler From el.wubo at gmail.com Tue Mar 15 11:41:22 2011 From: el.wubo at gmail.com (Brian Taylor) Date: Tue, 15 Mar 2011 07:41:22 -0400 Subject: [lisp-game-dev] org-babel In-Reply-To: References: Message-ID: My day job is pretty research heavy and I use org mode to organize all of my thoughts and TODO's and my notes from meetings. I occasionally use org-babel to code directly in my notes and to operate on tables that I've created in my notes. For me it's really been an effective tool. On Tue, Mar 15, 2011 at 2:45 AM, Tyler Church wrote: > Not too long ago, I ran across David's blog( > http://lispgamesdev.blogspot.com/), > more specifically the post on using org-babel for Literate Programming > ( > http://lispgamesdev.blogspot.com/2010/07/literate-programming-with-common-lisp.html > ) > > My first thought was "Oh man, I've gotta try this," and with a little time > and frustration, I got org-babel working decently well. The game I'm > working > on right now is using org-babel, and I'm starting to like it, though there > are still a few things that I want to change/add/mess with when I have time > for it. > > So I have an open question: Has anyone else used org-babel to write code > with? What have been your experiences with it? (commentary, tips, tricks, > additions you've made, etc. would be nice to hear :) > > And to David directly: Are you still using org-babel since that last post? > > - Tyler > > _______________________________________________ > 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 jestersks at gmail.com Tue Mar 15 13:24:25 2011 From: jestersks at gmail.com (Robert Burghart) Date: Tue, 15 Mar 2011 09:24:25 -0400 Subject: [lisp-game-dev] org-babel In-Reply-To: References: Message-ID: I was very happy when I found out about org-babel. I've found it a lot easier to use than many of the other literate programming tools. One thing that found that was very useful was https://github.com/dto/org-babel-lisp it's a script that enables org-babel to tangling a code block and send it to the active SLIME session. On Tue, Mar 15, 2011 at 7:41 AM, Brian Taylor wrote: > My day job is pretty research heavy and I use org mode to organize all of > my thoughts and TODO's and my notes from meetings. I occasionally use > org-babel to code directly in my notes and to operate on tables that I've > created in my notes. For me it's really been an effective tool. > > > On Tue, Mar 15, 2011 at 2:45 AM, Tyler Church wrote: > >> Not too long ago, I ran across David's blog( >> http://lispgamesdev.blogspot.com/), >> more specifically the post on using org-babel for Literate Programming >> ( >> http://lispgamesdev.blogspot.com/2010/07/literate-programming-with-common-lisp.html >> ) >> >> My first thought was "Oh man, I've gotta try this," and with a little time >> and frustration, I got org-babel working decently well. The game I'm >> working >> on right now is using org-babel, and I'm starting to like it, though there >> are still a few things that I want to change/add/mess with when I have >> time >> for it. >> >> So I have an open question: Has anyone else used org-babel to write code >> with? What have been your experiences with it? (commentary, tips, tricks, >> additions you've made, etc. would be nice to hear :) >> >> And to David directly: Are you still using org-babel since that last post? >> >> - Tyler >> >> _______________________________________________ >> 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 > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From roshan.church at gmail.com Wed Mar 16 05:24:09 2011 From: roshan.church at gmail.com (Tyler Church) Date: Tue, 15 Mar 2011 22:24:09 -0700 Subject: [lisp-game-dev] org-babel In-Reply-To: References: Message-ID: Yeah, I had run across that too, extremely useful! :) Though a little bit of investigation turned this up: http://orgmode.org/w/?p=org-mode.git;a=blob;f=lisp/ob-lisp.el;h=f009e1818d72811fbc3c901276a1f53289ccf73b;hb=b44f21b1e3239b65a1015658d682d941a790dda8 It seems that a version of dto's script has turned up in the recently released version 7.5 of org-mode. I've download v7.5, tested it, almost everything seems to work fine in Lisp world. One less hassle to deal with. - Tyler On Tue, Mar 15, 2011 at 6:24 AM, Robert Burghart wrote: > I was very happy when I found out about org-babel.? I've found it a lot > easier to use than many of the other literate programming tools.? One thing > that found that was very useful was > https://github.com/dto/org-babel-lisp?it's a script?that enables org-babel > to tangling a code block and send it to the active SLIME session. > > On Tue, Mar 15, 2011 at 7:41 AM, Brian Taylor wrote: >> >> My day job is pretty research heavy and I use org mode to organize all of >> my thoughts and TODO's and my notes from meetings. I?occasionally?use >> org-babel to code directly in my notes and to operate on tables that I've >> created in my notes. For me it's really been an effective tool. >> >> On Tue, Mar 15, 2011 at 2:45 AM, Tyler Church >> wrote: >>> >>> Not too long ago, I ran across David's >>> blog(http://lispgamesdev.blogspot.com/), >>> more specifically the post on using org-babel for Literate Programming >>> >>> (http://lispgamesdev.blogspot.com/2010/07/literate-programming-with-common-lisp.html) >>> >>> My first thought was "Oh man, I've gotta try this," and with a little >>> time >>> and frustration, I got org-babel working decently well. The game I'm >>> working >>> on right now is using org-babel, and I'm starting to like it, though >>> there >>> are still a few things that I want to change/add/mess with when I have >>> time >>> for it. >>> >>> So I have an open question: Has anyone else used org-babel to write code >>> with? What have been your experiences with it? (commentary, tips, tricks, >>> additions you've made, etc. would be nice to hear :) >>> >>> And to David directly: Are you still using org-babel since that last >>> post? >>> >>> - Tyler >>> >>> _______________________________________________ >>> 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 >> > > > _______________________________________________ > lisp-game-dev mailing list > lisp-game-dev at common-lisp.net > http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev > > From jestersks at gmail.com Wed Mar 16 06:38:37 2011 From: jestersks at gmail.com (Robert Burghart) Date: Wed, 16 Mar 2011 02:38:37 -0400 Subject: [lisp-game-dev] org-babel In-Reply-To: References: Message-ID: Good stuff! One less thing I'll have to setup. On Wed, Mar 16, 2011 at 1:24 AM, Tyler Church wrote: > Yeah, I had run across that too, extremely useful! :) Though a little bit > of > investigation turned this up: > > http://orgmode.org/w/?p=org-mode.git;a=blob;f=lisp/ob-lisp.el;h=f009e1818d72811fbc3c901276a1f53289ccf73b;hb=b44f21b1e3239b65a1015658d682d941a790dda8 > > It seems that a version of dto's script has turned up in the recently > released version 7.5 of org-mode. I've download v7.5, tested it, almost > everything seems to work fine in Lisp world. One less hassle to deal with. > > - Tyler > > On Tue, Mar 15, 2011 at 6:24 AM, Robert Burghart > wrote: > > I was very happy when I found out about org-babel. I've found it a lot > > easier to use than many of the other literate programming tools. One > thing > > that found that was very useful was > > https://github.com/dto/org-babel-lisp it's a script that enables > org-babel > > to tangling a code block and send it to the active SLIME session. > > > > On Tue, Mar 15, 2011 at 7:41 AM, Brian Taylor wrote: > >> > >> My day job is pretty research heavy and I use org mode to organize all > of > >> my thoughts and TODO's and my notes from meetings. I occasionally use > >> org-babel to code directly in my notes and to operate on tables that > I've > >> created in my notes. For me it's really been an effective tool. > >> > >> On Tue, Mar 15, 2011 at 2:45 AM, Tyler Church > >> wrote: > >>> > >>> Not too long ago, I ran across David's > >>> blog(http://lispgamesdev.blogspot.com/), > >>> more specifically the post on using org-babel for Literate Programming > >>> > >>> ( > http://lispgamesdev.blogspot.com/2010/07/literate-programming-with-common-lisp.html > ) > >>> > >>> My first thought was "Oh man, I've gotta try this," and with a little > >>> time > >>> and frustration, I got org-babel working decently well. The game I'm > >>> working > >>> on right now is using org-babel, and I'm starting to like it, though > >>> there > >>> are still a few things that I want to change/add/mess with when I have > >>> time > >>> for it. > >>> > >>> So I have an open question: Has anyone else used org-babel to write > code > >>> with? What have been your experiences with it? (commentary, tips, > tricks, > >>> additions you've made, etc. would be nice to hear :) > >>> > >>> And to David directly: Are you still using org-babel since that last > >>> post? > >>> > >>> - Tyler > >>> > >>> _______________________________________________ > >>> 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 > >> > > > > > > _______________________________________________ > > 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 jensthiede at gmail.com Sun Mar 27 11:12:07 2011 From: jensthiede at gmail.com (Jens Thiede) Date: Sun, 27 Mar 2011 13:12:07 +0200 Subject: [lisp-game-dev] =?utf-8?q?Introducing_the_all_new=3A_Resource-Tre?= =?utf-8?b?ZeKEog==?= Message-ID: <1301224327.2124.50.camel@jens-desktop> Tired of managing hundreds of image files by hand? Managed enough sound clips to last you a lifetime? Then you need jtza8's Resource-Tree?! Haha ... well I wrote this small piece of code and found it very handy, so I thought someone else might as well. The README file should answer most questions. Hopefully, statistical spam filters don't mind infomercials. :) If you'd like, please let me know what you think. I'd appreciate any comments. https://github.com/jtza8/resource-tree