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Investigating Common Lisp for games. Saturday, September 23, 2006. Push (lambda () (kall cc (choose (cdr choices) ) *paths*). Kall cc (car choices) ) ). Kall arnesi: *toplevel-k* '@). Funcall (pop *paths*) ). So that now Fig 22.3 can be written:. List (choose '(0 1 2 3 4 5). Choose '(0 1 2 3 4 5) ). Let ( nums (two-numbers) ). If (= (apply #' nums) sum). The sum of ,@nums). Posted by Damyan at 2:39 am. Links to this post. Wednesday, June 21, 2006. Defmacro times-to-string (&body body). Multiple-value-bin...

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gameylisp | gameylisp.blogspot.com Reviews
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Investigating Common Lisp for games. Saturday, September 23, 2006. Push (lambda () (kall cc (choose (cdr choices) ) *paths*). Kall cc (car choices) ) ). Kall arnesi: *toplevel-k* '@). Funcall (pop *paths*) ). So that now Fig 22.3 can be written:. List (choose '(0 1 2 3 4 5). Choose '(0 1 2 3 4 5) ). Let ( nums (two-numbers) ). If (= (apply #' nums) sum). The sum of ,@nums). Posted by Damyan at 2:39 am. Links to this post. Wednesday, June 21, 2006. Defmacro times-to-string (&body body). Multiple-value-bin...
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1 gameylisp
2 arnesi continuations
3 defparameter paths nil
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5 if null choices
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7 let/cc cc
8 defun/cc fail
9 if null paths
10 defun/cc two numbers
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gameylisp | gameylisp.blogspot.com Reviews

https://gameylisp.blogspot.com

Investigating Common Lisp for games. Saturday, September 23, 2006. Push (lambda () (kall cc (choose (cdr choices) ) *paths*). Kall cc (car choices) ) ). Kall arnesi: *toplevel-k* '@). Funcall (pop *paths*) ). So that now Fig 22.3 can be written:. List (choose '(0 1 2 3 4 5). Choose '(0 1 2 3 4 5) ). Let ( nums (two-numbers) ). If (= (apply #' nums) sum). The sum of ,@nums). Posted by Damyan at 2:39 am. Links to this post. Wednesday, June 21, 2006. Defmacro times-to-string (&body body). Multiple-value-bin...

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gameylisp.blogspot.com gameylisp.blogspot.com
1

gameylisp: Silly idea?

http://gameylisp.blogspot.com/2006/06/silly-idea.html

Investigating Common Lisp for games. Saturday, June 17, 2006. I wonder if it's worth considering setting up something that'll generate C code from sexps? Similar to the various HTML or HLSL/CG generators. Might be interesting to think about. Posted by Damyan at 11:32 pm. How would this be different from a translator/compiler like Bigloo? Most especially in terms of functionality provided, as I doubt that many people will care that it can't done interactively from a bigger (Common) Lisp programme. Is a li...

2

gameylisp: September 2006

http://gameylisp.blogspot.com/2006_09_01_archive.html

Investigating Common Lisp for games. Saturday, September 23, 2006. Push (lambda () (kall cc (choose (cdr choices) ) *paths*). Kall cc (car choices) ) ). Kall arnesi: *toplevel-k* '@). Funcall (pop *paths*) ). So that now Fig 22.3 can be written:. List (choose '(0 1 2 3 4 5). Choose '(0 1 2 3 4 5) ). Let ( nums (two-numbers) ). If (= (apply #' nums) sum). The sum of ,@nums). Posted by Damyan at 2:39 am. Links to this post. View my complete profile. How much memory gets allocated when you call a gen.

3

gameylisp: Update Functions

http://gameylisp.blogspot.com/2006/06/update-functions.html

Investigating Common Lisp for games. Wednesday, June 14, 2006. Ah, it's been a while. I managed to get even better performance by precreating all the bitmaps for the cells. Obvious really, but it's now running pretty well. So the function below creates an update function that'll expose surrounding cells on the next update:. Make-updatefn (board ix iy). Do-surrounding-cells (mine-x mine-y board ix iy). Let ( cell (aref (board-cells board) mine-x mine-y) ). Setf (cell-updatefn cell) (update-expose) ) ).

4

gameylisp: April 2006

http://gameylisp.blogspot.com/2006_04_01_archive.html

Investigating Common Lisp for games. Thursday, April 13, 2006. I've managed to spend some time profiling. It turns out that it makes things much easier if everything is put in a package - then you can do slime-profile-package rather than fiddling with profiling each function individually. The new profile shows a much more evenly distributed set of function calls. I'm going to be spending some time now playing around with cl-emb and cl-who to generate a photo-album style website. Links to this post.

5

gameylisp: Hello World!

http://gameylisp.blogspot.com/2006/02/hello-world.html

Investigating Common Lisp for games. Saturday, February 25, 2006. I've got Allegro's exhello.c working from within clisp. It's quite cool to be able to type stuff in a SLIME REPL and get an Allegro window up. For what it's worth here's the code:. The hello world example. Unless (set-gfx-mode *gfx-autodetect-windowed* 320 200 0 0). Set-gfx-mode *gfx-text 0 0 0 0). Error "Unable to set graphics mode"). Clear-to-color *screen* (make-col 255 255 255). Make-col 0 0 0). Defcfun "clear to color" :void. So what ...

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liballeg.org liballeg.org

Allegro - Language bindings –

http://liballeg.org/bindings.html

A game programming library. Although Allegro is written in C and C , and is mainly designed to be used from such, it's possible to use Allegro from other programming languages. If you would like to add a link to this page, or there is a dead link which should be fixed/removed, please use the address given at the bottom of the page to contact the webmaster and report the change. Bindings for Allegro 5. Lua binding to Allegro 5 by Trezker. Binding for Chicken Scheme by Daniel Leslie. Bindings for Allegro 4.

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Investigating Common Lisp for games. Saturday, September 23, 2006. Push (lambda () (kall cc (choose (cdr choices) ) *paths*). Kall cc (car choices) ) ). Kall arnesi: *toplevel-k* '@). Funcall (pop *paths*) ). So that now Fig 22.3 can be written:. List (choose '(0 1 2 3 4 5). Choose '(0 1 2 3 4 5) ). Let ( nums (two-numbers) ). If (= (apply #' nums) sum). The sum of ,@nums). Posted by Damyan at 2:39 am. Links to this post. Wednesday, June 21, 2006. Defmacro times-to-string (&body body). Multiple-value-bin...

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