Need to kick some Lisp tires...

Apr 01, 2008 13:06


So, there's a game that I've been wanting to write for a long time now. Until recently, I thought my only option was going to be a long-winded C/C++/SDL/OpenGL/SDL_mixer thing with some sort of hack to let me script the NPCs in something more scripty than C++. Now, I'm thinking that maybe Lisp could replace the C/C++, make it not so very long-winded, and give me a much better land for writing the NPC logic.

To test this idea, I was planning on working on something simpler first to kick the tires. Thanks to some bad Priceline-ing on my part, I may be sitting in an airports and airplanes for sixteen hours or so on Saturday. That's a good chunk of kicking.

My first thought was [... Thank you, Teddy Bear. I just answered my own question, but I will continue on with my thought. ...] Frisbee Golf. It'd be quick to implement. I could easily kick the tires on some OpenGL/SDL under Lisp. But, it was lacking any need for NPC logic and any need for real-time network interaction.

So, I was looking for ideas for a simple project that would let me kick the tires on OpenGL/SDL, NPC logic, and network interaction from Lisp. I already have OpenGL and SDL and socket bindings for Lisp. I have to look into SDL_mixer.

Ideas are still welcome, but the Teddy Bear said I should try Frisbee Football. It can have pretty simple physics and really simple NPC logic. If I go with cylindrical-ish people and a flat playing field, I can kick OpenGL without spending my whole sixteen hours in Blender or writing model-loading code. Plus, if networked, it would have to actually do useful network stuff to keep people synchronized. (In the Frisbee Golf case, there really isn't any need to synchronize.)

lisp, game dev

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