I ran into major problems with ECL on iOS. Ram's ECL iphone builder uses FFI to interface with C, which loads dynamic libs as needed. iOS apps have to statically compile their libraries. It may be a non-issue, though. My lack of understanding definitely kept me from making any serious headway. I got about as far as loading ASDF (with problems). Alexandria would not load (at all). I'd love to pick this project back up though, if it's not going to be a complete tar baby.

On Sun, Jun 26, 2011 at 6:31 AM, Simon Ortiz <o.simon@gmail.com> wrote:
@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.

--
Simón Ortiz B., M.Sc., Ing. en Computación
Linux Registered User #388735



On Tue, Jun 21, 2011 at 09:49, Elliott Slaughter
<elliottslaughter@gmail.com> wrote:
> On Mon, Jun 20, 2011 at 5:22 PM, Simon Ortiz <o.simon@gmail.com> 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.
>>
>> --
>> Simón Ortiz B., M.Sc., Ing. en Computación
>> Linux Registered User #388735
>>
>>
>>
>> On Mon, Jun 20, 2011 at 23:08, Simon Ortiz <o.simon@gmail.com> 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!
>> >
>> > --
>> > Simón Ortiz B., M.Sc., Ing. en Computación
>> > Linux Registered User #388735
>> >
>> >
>> >
>> > On Mon, Jun 20, 2011 at 02:06, Elliott Slaughter
>> > <elliottslaughter@gmail.com> 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 <o.simon@gmail.com> 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,
>> >>>
>> >>> --
>> >>> Simón Ortiz B., M.Sc., Ing. en Computación
>> >>> Linux Registered User #388735
>> >>>
>> >>> _______________________________________________
>> >>> lisp-game-dev mailing list
>> >>> lisp-game-dev@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
>

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http://blog.efnx.com
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