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 <elliottslaughter@gmail.com> wrote:
On Sun, Jun 19, 2011 at 1:50 PM, Patrick Stein <pat@nklein.com> 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 inandAlso, (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:-- Patrick <pat@nklein.com>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:
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:
--
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
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--
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
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