Slime the World was my entry to this year's Autumn Lisp Game Jam, and it managed
to win second place. The theme was slime, so it’s a game about covering
everything in sight with slime, and the dialect of Lisp I chose to use was
Fennel, a simple and elegant Lisp that I feel perfectly matches the simplicity
and elegance of Lua. It takes on a more "modern" style that I associate with
Lisps such as Clojure. I had initially pushed Clojure to the side, feeling it
was too different from Common Lisp, but now that I've had a positive firsthand
experience with a Lisp where lists aren't the data structure you always reach
for, I'm hoping to return to it with an open mind.
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SDL2 is my favorite graphics library right now. It might not be as powerful as
something like raw OpenGL, but it's simple. Simple enough that you can just
pick it up and start using it. There's a glaring issue with it, though. The
documentation is horrible. Absolutely horrible. A lot of it is unfinished, and
it doesn't look like it's getting attention any time soon. The SDL1.2
documentation wasn't as bad, but that version of the library is vastly outdated
by today's standards. So here's my take on a tutorial for SDL - part 0x00 of a
I-don't-know-how-long-I'm-going-to-drag-this-on series. My examples are going
to be written in C, because the constructs I show here can still be used
verbatim in C++ (and probably SDL's other language bindings as well). This
tutorial will be covering the little boilerplate that SDL requires, as well as
the basics of windowing and rendering. Let's get into it.
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