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2026-09-01.log

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<old>TheTaoOfSu: It install reader extension like |symbol|
<old>and maybe other stuff I don't recall
<old>did you know, if you happen to close the wrong file-descriptor, says the one used by the signal thraed, you will abort on your next primitive-fork ?
<old>this file-descriptor abstraction is one of the worst in human history
<jab>for you prescheme fans...chicken scheme now how crunch...which is inspired by prescheme.
<jab> https://wiki.call-cc.org/eggref/6/crunch
<jab> https://www.more-magic.net/posts/crunch.html
<ekaitz>isn't this pretty old?
<jab>maybe old, but maybe some people missed the news ?
<jab>maybe old -> definitely old
<jab>also, what's ya'lls opinion on the "best/easy" way to make games with scheme/lisp? Does racket offer any better advantages to guile?
<ieure>jab, Probably Fennel and a pile of Lua stuff.
<jab>fennel ? I haven't heard of that one.
<ieure>jab, It's a Lisp that compiles to Lua. Many of the Lisp Game Jam entries for the last several years have been Fennel projects.
<dthompson>fennel is lisp icing on a lua cake
<dthompson>if that's fine with you then it's good. if you want more lisp then use something else.
<jab>dthompson: do you see fennel as a decent contender for writing games?
<dthompson>sure, because you are just using love2d
<jab>dthompson: I do wonder what the first MMO guile/goblins game will be...
<dthompson>you're using lua, not lisp
<jab>gotcha.
<ieure>You write the code in Lisp, but it compiles to Lua and runs in a Lua interpreter.
<dthompson>guile has become the 2nd most popular language in the lisp game jam
<ieure>But Lua is a popular language for indie games, so a Lisp layer on top of that seems nice if you want both Lisp+game.
<dthompson>yes, just understand you're getting 99% lua and 1% lisp
<jab>have we had any 3d games in guile yet? I realize that 3d games are REALLY hard...
<dthompson>I'm not aware of any released 3d games but I have done plenty of 3d graphics stuff in guile
<dthompson>there's barely any released games in guile to begin with
<jab>dthompson: hmmmm. Well hopefully ya'll at spritely will write some cool game demos at some point.
<jab>note to self...port https://hurdos.com/highstar/ to guile or racket or some lisp at some point.
<dthompson>we won't be doing anything in 3d any time soon :)
<dthompson>but there will be more 2d games eventually
<jab>totally understandable. making a 3d game is TOUGH. No judgement. :)
<dthompson>I would like to make a 3d game but that would be a personal side project
<jab>dthompson: how much time would you allocate to complete that 3d game side project?
<dthompson>it's just kind of a hope of mine, not something I can plan for. it's not realistic for me to do right now.
<jab>3d games are rather involved from what I've heard...
<dthompson>yeah they are generally more complicated than 2d
<jab>ok another odd question...does guile land have a "physics" engine? I used to phaser.js for my little game demo years ago, which took care of object colliding...
<dthompson>no
<dthompson>no one really writes a physics engine in any given language, they just bind to some C/C++ thing
<dthompson>however most games do not need complex rigid body physics.
<dthompson>bounding boxes are usually sufficient