wolf3d
cffi
wolf3d | cffi | |
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8 | 16 | |
2,095 | 416 | |
3.0% | 0.7% | |
0.0 | 4.0 | |
about 12 years ago | about 1 month ago | |
Common Lisp | ||
- | MIT License |
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wolf3d
- Wolfenstein 3D with a CGA Renderer
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Historical Source Code That Every Developer Should See
There are far better historical sources to study, such as Wolf3D, the classic BSD games, or even Word 1.1.
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Why Functional Programming Should Be the Future of Software
It took a long time to write that engine and porting the whole thing properly also takes time. It just moves goalposts. Why didn’t he spend 80M on a new AAA game? If he spent any less than that, he certainly can’t draw any useful conclusions.
Have you ever looked over the codebase? It’s plenty large enough to draw useful conclusions from for most people let alone someone with his vast game experience.
https://github.com/id-Software/wolf3d/tree/master/WOLFSRC
Meanwhile, you are drawing bay conclusions with no credentials out evidence. As to actual games, setting aside the fact that Wolfenstein still sees play, loads of popular games are written in JS. Lots of others are in Java or C#. None of these make your case as Haskell, Ocaml, and StandardML (SML) are in the same performance range.
As to your argument about the efficiency of objects, what do you think functional languages use? Lets use SML as an example. There’s real arrays and they are also optionally mutable (yes, there’s linked lists too, but those can be used in C++ too).
Records are basically just C structs (they are immutable by default, but can contain refs which are mutable pointers). They can contain functions because functions are first class without the mess that many languages create.
You associate functions with datatypes which gives you the best part about methods. They also give you a kind of implicit interface too due to structural typing. I’d note that closures are mathematically equivalent to objects.
Finally, modules are everything a language like Java tries to get from classes (and more), but without any of the downsides of classes themselves.
People generally like the JS paradigm of factories and object literals (even if they hate the stuff like dynamic typing or type coercion). StandardML offers the same kinds of patterns, but with sound typing, simpler syntax without the warts, more powerful syntax, and performance in the same range as go or Java.
To me, your argument sounds like the people arguing that goto is better and more natural than looping constructs or the procedural guys arguing against OOP. I think if you messed around with StandardML, it would change your mind about what programming could be in the future.
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Found more assembly horrors while rummaging through my backups. This time, starring quaternion arithmetic
I'm not used to seeing assembly look like this. What's the wrapper stuff? Looks like C. But I thought you could inline assembly in C like here: https://github.com/id-Software/wolf3d/blob/master/WOLFSRC/DETECT.C
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Porting DOOM To A Forgotten Apple OS
c) The source code was pretty vanilla standard C. No huge assembly. Around 36000 lines of "normal C" (at the time, most of C games were non-portable, you would get near and far pointers or assembly shenanigans you had in Wolf3d source). Only 4 assembly functions (draw a vertical line, a horizontal one, fixed point multiplication and division), and they were already replaced by 4 standard C functions.
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How were coded early fake 3D graphics like in 3D Monster Maze or Wolfenstein 3D ?
id software used raycasting since it's early games like Hovertank 3D, Catacomb 3D and Wolfenstein 3D. heck, even though Doom, Duke Nukem 3D and Blood were majorly using BSP, their most simple and rustic rendering base was through raycasting.
- there is a dos mod for wolf 3d that adds strafe, but it doesn't work on the expansions. Anybody know one that does or can explain how I might go about modding it myself?
cffi
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A few newbie questions about lisp
When you want to do anything that breaks the nice bubble of your Lisp image, you might want to know a bit about your operating system's programming interface. This will come in handy if you ever need to wrap a library with CFFI. There are some things that are pretty inconvenient as a rule (like dealing with any protocol that uses network byte order), but if you stay within the bubble of your Lisp image, you won't really notice them.
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*UPDATE* - CL-OBJC
I'm just posting the work that I have done over the last year or so on CL-Objc. I'm still blocked from better support (e.g., passing structs by value for frameworks like UIKit). I just wanted to post what I have done online for others interested in the work or motivated to collaborate on this.
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Waiting on feedback - CFFI PR
Good morning ladies and gentlemen, I have been waiting on some feedback for PR in CFFI. This feature is blocking me from reviving CL-OBJC. Any help will be appreciated. Thank you in advance.
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Anyone else able to kill threads in SBCL on M1 mac?
Is that actually https://github.com/cffi/cffi/commit/33970351e71bb5f12ba56fc40270089e948ae112 ? I.e. after loading cl+ssl. (Although Hunchentoot does not interrupt threads)
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Programming the Raspberry Pi GPIO pins using Common Lisp?
Maybe access the pins using CFFI, https://github.com/cffi/cffi package and one the libraries mentioned here? https://www.bigmessowires.com/2018/05/26/raspberry-pi-gpio-programming-in-c/
- Why Functional Programming Should Be the Future of Software
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Updating Quicklisp Packages
FTR, on my system QL fetches CFFI 0.23.0 and the fix/error I'm talking about is https://github.com/cffi/cffi/blob/master/src/libraries.lisp#L106 and seems to have been added iin this PR https://github.com/cffi/cffi/pull/173/commits/263b38f4f2600dbacde8f2b313620c35a563c6df so the fix should be in CFFI 0.24.0 released 24 March 2021.
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CFFI and frameworks on OSX
FTR: this is the PR https://github.com/cffi/cffi/pull/173/commits/263b38f4f2600dbacde8f2b313620c35a563c6df
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interested in learning lisp, (specifically for games, but also for everything else including tui and gui applications for linux. currently have next to no programming knowledge, can i get forwarded some resources and some tips on what exactly i should do? any videos i should watch?
C: Alternatively (more difficult) you could try to wrap the underlying C layers of either of those mentioned under Python with CFFI. The C-based game engine, Raylib, is also wrappable this way. I finished a super cool walking simulator in CL with that, but it is more tedious than the others since raylib is really barebones.
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Common Lisp
I feel inspired to start Lisp after being disappointed with the "open" source scene of 2021. I'd rather pay LispWorks a yearly fee and be left alone than dealing with unbalanced people in the Python space. The free Lisp implementations also look somewhat isolated from the ideological wars.
However, a C interface is required. Is this one the recommended solution? Is it really portable?
https://common-lisp.net/project/cffi/
What is the speed compared to a Python C extension? Are implementation-specific C interfaces faster (I guess they are)?
Sorry for so many questions, but these can usually only be answered by people who have actually used the interface.
What are some alternatives?
peds - Type safe persistent/immutable data structures for Go
cl-autowrap - (c-include "file.h") => complete FFI wrapper
MS-DOS - The original sources of MS-DOS 1.25 and 2.0, for reference purposes
go-ffi - Go bindings to libffi
systemshock - Shockolate - A minimalist and cross platform System Shock source port.
racket - The Racket repository
dhall - Maintainable configuration files
trial - A fully-fledged Common Lisp game engine
book - The Rust Programming Language
cl-parametric-types - (BETA) C++-style templates for Common Lisp
fun-problems
paip-lisp - Lisp code for the textbook "Paradigms of Artificial Intelligence Programming"