From mboxrd@z Thu Jan 1 00:00:00 1970 Path: news.gmane.org!not-for-mail From: Nala Ginrut Newsgroups: gmane.lisp.guile.user Subject: Re: [ANN] Sly 0.1 released Date: Sat, 14 Nov 2015 01:50:36 +0800 Message-ID: References: <87h9kq2eoa.fsf@izanagi.i-did-not-set--mail-host-address--so-tickle-me> NNTP-Posting-Host: plane.gmane.org Mime-Version: 1.0 Content-Type: multipart/alternative; boundary=001a11492e886a882605246fb29f X-Trace: ger.gmane.org 1447437051 24174 80.91.229.3 (13 Nov 2015 17:50:51 GMT) X-Complaints-To: usenet@ger.gmane.org NNTP-Posting-Date: Fri, 13 Nov 2015 17:50:51 +0000 (UTC) Cc: Guile User To: David Thompson Original-X-From: guile-user-bounces+guile-user=m.gmane.org@gnu.org Fri Nov 13 18:50:51 2015 Return-path: Envelope-to: guile-user@m.gmane.org Original-Received: from lists.gnu.org ([208.118.235.17]) by plane.gmane.org with esmtp (Exim 4.69) (envelope-from ) id 1ZxIUs-0004ad-Pq for guile-user@m.gmane.org; Fri, 13 Nov 2015 18:50:51 +0100 Original-Received: from localhost ([::1]:54462 helo=lists.gnu.org) by lists.gnu.org with esmtp (Exim 4.71) (envelope-from ) id 1ZxIUr-0005AU-Ug for guile-user@m.gmane.org; Fri, 13 Nov 2015 12:50:49 -0500 Original-Received: from eggs.gnu.org ([2001:4830:134:3::10]:36742) by lists.gnu.org with esmtp (Exim 4.71) (envelope-from ) id 1ZxIUh-0005AM-Ja for guile-user@gnu.org; Fri, 13 Nov 2015 12:50:41 -0500 Original-Received: from Debian-exim by eggs.gnu.org with spam-scanned (Exim 4.71) (envelope-from ) id 1ZxIUf-0008PT-Mj for guile-user@gnu.org; Fri, 13 Nov 2015 12:50:39 -0500 Original-Received: from mail-yk0-x22b.google.com ([2607:f8b0:4002:c07::22b]:34426) by eggs.gnu.org with esmtp (Exim 4.71) (envelope-from ) id 1ZxIUf-0008PP-GW for guile-user@gnu.org; Fri, 13 Nov 2015 12:50:37 -0500 Original-Received: by ykfs79 with SMTP id s79so159670048ykf.1 for ; Fri, 13 Nov 2015 09:50:37 -0800 (PST) DKIM-Signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=20120113; h=mime-version:in-reply-to:references:date:message-id:subject:from:to :cc:content-type; bh=D4cAv2u206JwqoQzhU2sMLc/P94pdcsxCeQvvQaJLh0=; b=BSx1mXSai5qsb3ZyDw9nUH0FSVpwKXzWaRSUz8k8IHH6brRIYpJaRF7RBmyckECATX opPvlOBcnF+fjSQDsWgifJ+1n1Hdld3F/h82DRTB72kuXinIrkyY3pj4S4/i5oTUuKdF pReGF2ADRIlGLKS0NnV3J0njB6rO2XtWJPitJSZDApBCNY1ps8ytMxwXOfHdTBx4sI45 iUvZbAaUzUDm7jvCSc/BVeGkXDpvCRPpbuuubm1WX1bKp3aKGq/dAGA3/HF8JhAue0FY uSVz1ma64Drg1QRPdSSgNQi6vF/3OkqJSOghXhoQ1/1TCqDE/FYb2s0N5quWtbWJ+GGQ A/sQ== X-Received: by 10.129.99.196 with SMTP id x187mr22826726ywb.38.1447437036846; Fri, 13 Nov 2015 09:50:36 -0800 (PST) Original-Received: by 10.37.37.8 with HTTP; Fri, 13 Nov 2015 09:50:36 -0800 (PST) Original-Received: by 10.37.37.8 with HTTP; Fri, 13 Nov 2015 09:50:36 -0800 (PST) In-Reply-To: <87h9kq2eoa.fsf@izanagi.i-did-not-set--mail-host-address--so-tickle-me> X-detected-operating-system: by eggs.gnu.org: Error: Malformed IPv6 address (bad octet value). X-Received-From: 2607:f8b0:4002:c07::22b X-BeenThere: guile-user@gnu.org X-Mailman-Version: 2.1.14 Precedence: list List-Id: General Guile related discussions List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: guile-user-bounces+guile-user=m.gmane.org@gnu.org Original-Sender: guile-user-bounces+guile-user=m.gmane.org@gnu.org Xref: news.gmane.org gmane.lisp.guile.user:12157 Archived-At: --001a11492e886a882605246fb29f Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: quoted-printable Good job! 2015=E5=B9=B411=E6=9C=8813=E6=97=A5 21:48=EF=BC=8C"David Thompson" =E5=86=99=E9=81=93=EF=BC=9A > 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 > > --001a11492e886a882605246fb29f Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable

Good job!

2015=E5=B9=B411=E6=9C=8813=E6=97=A5 21:48=EF=BC= =8C"David Thompson" <dthompson2@worcester.edu>=E5=86=99=E9=81=93=EF=BC=9A
Greetings Guilers,

I am happy to announce the release of Sly 0.1.=C2=A0 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/sl= y-0.1.tar.gz
SHA1
: 9936a8f6ac62a276919134cb92546620475a1c29

About Sly
---------

Sly is an experimental 2D/3D video game engine written in pure Guile
Scheme.=C2=A0 It builds upon OpenGL and SDL to provide a fun, hackable
environment for writing games.=C2=A0 Think of it like Emacs but for games.<= br> 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.=C2=A0 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.=C2=A0 To develop a game with Sly, you start with a blank scree= n,
connect to the REPL server, and iteratively build the game model and
interactive features.=C2=A0 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.=C2=A0 In Sly, this is abstracted and f= ormalized
into a "functional reactive" programming interface.=C2=A0 "S= ignals" 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.=C2=A0 The result is a more declarative<= br> 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.=C2= =A0 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!=C2=A0 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.<= br>
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.=C2=A0 Please join #sly on Freenode for friendly discussion about the project.

More information, including (incomplete) documentation, can be found
on Sly's home page: <http://dthompson.us/pages/sof= tware/sly.html>

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.=C2=A0 It's been quite= the
ride!=C2=A0 I hope that you enjoy Sly and see the potential for its future<= br> development.

Happy hacking!

--
David Thompson
GPG Key: 0FF1D807

--001a11492e886a882605246fb29f--