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Is this going to be using Lisp bindings for cross-platform graphics libraries like SDL? ( http://code.google.com/p/lispbuilder/wiki/LispbuilderSDL http://code.g
by metamemetics 16y ago
Is this going to be using Lisp bindings for cross-platform graphics libraries like SDL? ( http://code.google.com/p/lispbuilder/wiki/LispbuilderSDL http://code.google.com/p/lispbuilder/wiki/LispbuilderSDL ) Here's to hoping you get to build 2D/3D games and not 1970s style terminal games you will never show anyone.
- stuhacking 16y agoFor what it's worth, I heard that at least part of the book covers a bit of html5 for browser games with a lisp back end. The sample chapter that is linked elsewhere uses a graph drawing library that produces png representations of the game state. (This actually builds on the material of a previous chapter, wherein you develop the graph->png utility.) This is from the perspective of someone who hasn't yet bought the book. I really need to get to that.
- drcode 16y agoThe book includes a chapter on building a crude web server and then uses it to build a graphical HTML5 game as a finale. I considered options like SDL, but the fact is that there's so many graphics APIs in the world (and in the Lisp world) that I didn't want to force the reader to learn one they might not ever have practical use for. Knowing how a web browser & HTML5 work, on the other hand, is universally useful.
- metamemetics 16y ago>build a graphical HTML5 game as a finale sounds great, I'm interested. My favorite programming class was an intro course in python where we generated fractals, programmed maze solvers, built conway's game of life, and had an option of creating a 3D pool game for final project, etc: http://cs.northwestern.edu/~akuzma/classes/EECS110-s10/index.htm http://cs.northwestern.edu/~akuzma/classes/EECS110-s10/index... Although the course is intended for people who have never programmed before, it allows you to do a lot of cool stuff by deliberately not explaining how the libraries used are implemented. I don't think using external libraries in tutorial books is bad, as long as you change\vary the library being used each problemset or chapter. Then no one library is enforced as canon. The student just learns the generalized methodology of hooking in with other people's code and writing a decoupled application, which are essential practical programming. I think it's OKAY to risk throwing in slightly off-topic components in a learning-by-doing book. The best "django" book I've seen had a chapter all about jQuery\JavaScript. Games are still always good problem domains for enhancing student engagement even if they are text-based. Having now looked at the sample chapter, I'm sure you did a great job and I'll put it on my to buy list.