Good job! 2015年11月13日 21:48,"David Thompson" 写道: > Greetings Guilers, > > I am happy to announce the release of Sly 0.1. I've been sitting on > this code for a long time now, and it's great to finally release it. > > Download > -------- > > 0.1 release tarball: http://files.dthompson.us/sly/sly-0.1.tar.gz > SHA1: 9936a8f6ac62a276919134cb92546620475a1c29 > > About Sly > --------- > > Sly is an experimental 2D/3D video game engine written in pure Guile > Scheme. It builds upon OpenGL and SDL to provide a fun, hackable > environment for writing games. Think of it like Emacs but for games. > Unlike traditional game engines which focus on imperative > object-oriented programming with mutable data, Sly exposes a functional > interface and promotes the use of persistent, immutable data structures. > > The REPL takes center stage in Sly, as it should. Rather than the > traditional edit, compile, restart cycle of game development, games > written in Sly can be easily changed at runtime thanks to the integrated > REPL server. To develop a game with Sly, you start with a blank screen, > connect to the REPL server, and iteratively build the game model and > interactive features. Using Emacs + Geiser for this is a joy, BTW. > > Video game state changes are very asynchronous which manifests in most > game engines as a collection of event-based callback functions, or > "callback hell" for short. In Sly, this is abstracted and formalized > into a "functional reactive" programming interface. "Signals" are > used to represent time-varying values, and hackers can use analogs of > the usual functional friends (map, fold, filter, etc.) to transform > signal values with respect to time. The result is a more declarative > program that automatically responds to state changes. > > This initial alpha release of Sly features many example programs > (found in the 'examples' directory) to show off basic features. This > includes things like a Minesweeper clone, a 2048 clone, and Conway's > game of life. > > Sly is still a young project with many limitations: > > * No 3D model loading > * Half-baked interface to GLSL shaders > * Slow rendering engine > * No sound effects or music > * No lighting > * No sprite batching > * No instanced rendering > * Still using SDL 1.2 instead of the much improved SDL 2.0 > * Incomplete documentation > > Help wanted! I've learned a lot about OpenGL so far, but I could use > more hands to help improve the renderer's feature set and performance. > > Sly is licensed under the GNU GPL version 3 or later, because there's > enough permissively licensed game engines as it is. > > In lieu of a mailing list or bug tracker, feedback and bug reports can > be sent directly to my personal email address. Please join #sly on > Freenode for friendly discussion about the project. > > More information, including (incomplete) documentation, can be found > on Sly's home page: > > My search for a more enjoyable way to build video games was what lead me > to the Guile community just over 3 years ago now. It's been quite the > ride! I hope that you enjoy Sly and see the potential for its future > development. > > Happy hacking! > > -- > David Thompson > GPG Key: 0FF1D807 > >