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
On Mon, Mar 14, 2011 at 8:30 AM, David Griffiths dave@pawfal.org 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?
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/p... 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.s...
cheers,
dave
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:
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.