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
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 o.simon@gmail.com:
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
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
@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
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.
-- 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
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
@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
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
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
I haven't work much with the iOS version yet. Although, by the way ECL works, you do need to compile the FFI libraries. You can't load a FFI library on ECL, as far as I know.
-- Simón Ortiz B., M.Sc., Ing. en Computación Linux Registered User #388735
On Sat, Jul 9, 2011 at 02:42, Schell Scivally efsubenovex@gmail.com wrote:
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
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://lists.common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
-- Schell Scivally http://blog.efnx.com http://github.com/schell http://twitter.com/schellsan
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