Source: Lisp Games Development Et Cetera

Graciously provided by
sykopomp, the
Lisp Games Wiki is for people sharing development knowledge for games in Lisp. Head on over and see what the community has been building!
Source: Lisp Games Development Et Cetera
Here's the latest roundup of
Lisp Games Expo events.
From Eric Bergstrome:
For my entry, I'm creating a new Lisp dialect which runs in the browser and is designed to give visitors access to the running code. There is a REPL on the page which can evaluate expressions and even change the game as it is running. So far, I have implemented the essential Lisp features and also a number of Erlang concurrency primitives. As a first test, I have written a version of Pong that uses five concurrent processes.
Here's a screenshot:

And from Brian Taylor comes an updated
TB Tanks:
New features include:
- Smoke and fire particle system
- End of game animation
- Collidable barriers
- World editor
Source: Lisp Games Development Et Cetera
My entry for
Remix This Game is called Super Xong, and
here's a video with my current progress. (Be sure to watch in HD). Screenshot for the video-less:
Source: Lisp Games Development Et Cetera
On occasion I've written opinion pieces for my website. The time has come for my latest jump on the soapbox, entitled
Thoughts on iOS games. Enjoy!
Source: Lisp Games Development Et Cetera
The
2010 International Lisp Games Expo is going strong with 20 or so participating individuals/teams around the world. One new event in our Expo is the already-mentioned
REMIX THIS GAME competition. Here are some more links and screenshots to people's ongoing projects:
- Pong, implemented in Clojure by Justin Grant.

- The inimitable "3b" has put up a postmortem for his project involving HTML5 Canvas and an in-the-browser lisp dialect called Parenscript. He has apparently added SLIME support for Parenscript, meaning you can develop browser-based games incrementally and interactively.

- Erik Winkels is working on a 3D game called Engine Troubles Over Tentacle Planet, using Embeddable Common Lisp and the Ogre 3D engine.

- I myself (David O'Toole) am working on a game called Void Mission.

- Brian Taylor is working on TB Tanks.

- Elliott Slaughter is working on Escalator, an entity system for Common Lisp. It's designed to be a high-performance object system for games, and he is using it to remake his game Bunny Slayer. See also Elliott's Thopter project.
- Jasper den Ouden is working on something called HumWorld:

And much more! Stay tuned for further progress, and watch out for the entrants' postmortem write-ups in early August 2010.
Source: Lisp Games Development Et Cetera
The
REMIX THIS GAME contest got
slashdotted and participants are beginning to make themselves known.
I've extended the deadline to August 10, 2010 to allow for more participation.
Thanks all!
Source: Lisp Games Development Et Cetera
If you're looking to get your feet wet with Lisp programming and games, try the just-announced
REMIX THIS GAME contest, in which participants use their favorite OS and programs to remix and re-design my game XONG, pictured below. Check that page for details, and keep on the blog for updates on the REMIX THIS GAME contest.
Source: Lisp Games Development Et Cetera
I've made an entry on the community site IndieDB for
my upcoming Void Mission game. I'll be posting updates (screenshots, news, videos) on that site and you can subscribe via RSS if you'd like to be kept updated. I've set August 10, 2010 as the release date for Void Mission on Windows, Mac, and Linux.
Source: Lisp Games Development Et Cetera
I've recently started writing a game in
Literate Programming style using an interesting Emacs Lisp application called
Org Babel.It supports noweb-style code re-ordering and will spit out a .lisp or other file at the press of a button. This means you can organize all kinds of code related to one project in one big hierarchical org file and then process it with Babel to produce final output. The literate source can also be published to HTML. The game design documentation can be located in the same file with the code and links to all assets.
I have made
preliminary working support for Common Lisp, here is a screenshot of the game in progress using Babel to organize and hide code fragments.

Here's a
message to the Org mailing list with more details.