It sounds fun although i'm guile newb..i'm just starting to learn how recursion works and have written few simple functions reading The_Little_Schemer..It would be cool to have a binary gui for programs writen in c and has guile as extension language..
On Sun, May 5, 2013 at 7:15 AM, John Darrington < j...@darrington.wattle.id.au> wrote: > It sounds like an interesting project. > > The subject line of your post says it is a "GNU Package", but I don't see > slayer in > the official list. Perhaps you mean it is one that you want to submit to > GNU in the hope that they will adopt it as a package? Or did you mean > something > else? Obviously how to it should be laid out will depend on that a lot. > > Like you say, lack of documentation is will be a big factor in getting > users. > How will people know how to use it, and perhaps more importantly WHY the > should > use it? > > Autotools can indeed be tricky - and a time consuming part of maintaining a > package - but they do make it a hell of a lot easier for the general public > to build, especially on wierd systems. > > Lack of features is a concern - but if you have a dedicated user base, > even a small > one, you will get requests for them. However, if you don't have decent > documentation, > and a reliable and portable build system, then you won't have any users > .... > > > J' > > > On Sat, May 04, 2013 at 11:54:44PM +0200, Panicz Maciej Godek wrote: > Hi everyone, > I've developed a piece of software that I named SLAYER, by combining > the > letter 's' with the word "layer", or replacing the 'p' letter with > 's' in > the word 'player'. > > Either way, slayer can be thought of as a simpler alternative for > wrapper > libraries such as guile-sdl and guile-opengl, or as a programming > environment that is in a way competetive to Adobe Flash (with > standalone > player). But obviously, it is something completely different. > > I made this program as a base for research in GUI design, but it also > contains a stub of a 3d game engine that I'm planning to implement -- > which > explains native support for OpenGL. I recently thought that it also > could > be a great platform for teaching kids to program games, because -- > once > compiled and linked -- it could be distributed as a standalone > package, > that requires no additional tools. > > The program is available through mercurial on bitbucket: > > hg clone https://bitbucket.org/panicz/slayer > > The repository contains README file, which lists packages that are > needed > to build. Except a little mess, there are two demos that show the > possibilities of the system. The first one with the command: > > $ ./slayer -e3d > > The -e3d option is needed to enable the "3d" extension, which is > required > by the demo. It allows to move around in a 3d space using mouse and > WSAD > keys. There's also a draggable icon and a simple text-console, which > accepts s-expressions (evaluated using f1 key). It is activated with a > click, but for some reason the cursor isn't always displayed. The > source > file is slayer.scm. > > The second demo is the classical arcade PONG game (for two players). > It's > written in the raw guile+slayer, so it's pretty lengthy (~160 lines), > but > it should be easily understandable. PONG can be run using > $ ./slayer -i pong.scm > > Both demos use sound, which can be disabled by passing the --nosound > option > in the command line. PONG can also receive the -e3d option, which > would > force it to use opengl for display. > > Other command line options are undocumented, but they can be easily > found > in slayer.c. I admit that the lack of any documentation can now be > the most > seriously discouraging factor, but I promise to respond to every > question > eagerly. > > The second most seriously discouraging factor would be the build > process, > which could require manual editing of the Makefile, among others. It > would > be lovely to use the GNU autotools, but they seem so complicated, and > I > thought that since you might have more experience with those, you > could > help me to prepare a decent release, and perhaps to reorganize the > structure of the source code. > > Perhaps the third most seriously discouraging factor (except some > random > crashes that still happen) would be the lack of certain features: I'm > trying to apply the 'lazy implementation' strategy and add SDL/OpenGL > features only as I need them, and also my priority is to keep > interfaces > simple, even at the cost of programmer's freedom (so for instance, > there's > no option for choosing color index mode in OpenGL, or some other SDL > video > mode than the default). > > Despite those factors, I'd be happy to hear some feedback from you. > > Best regards, > M. > > -- > PGP Public key ID: 1024D/2DE827B3 > fingerprint = 8797 A26D 0854 2EAB 0285 A290 8A67 719C 2DE8 27B3 > See http://keys.gnupg.net or any PGP keyserver for public key. > > > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.4.10 (GNU/Linux) > > iEYEARECAAYFAlGF6wkACgkQimdxnC3oJ7Pd5ACeOqfjo33M2YA+e7sEbvpR9g82 > 7mMAmgNMwztNlpQHBg5OMwzjDgvaMmqE > =L1uC > -----END PGP SIGNATURE----- > > -- *Nesmotren govori kao da mačem probada, a jezik je mudrih iscjeljenje. Izreke 12:18*