[Fluxus] entities

Matthew Jadud Matthew.Jadud at olin.edu
Tue Sep 25 05:21:28 PDT 2007


Hi Dave,

Another possibility is to build on top of the FrTime language.

http://citeseer.ist.psu.edu/cooper04frtime.html

I still haven't had time to sit down and get everything working, but
it seems to me that FRP would make a nice paradigm for the kinds of
things that take place in a live-coding environment. It certainly
would lift the responsibility of the crank-turning (the engine behind
the scenes) off your shoulders, and allow you to focus on how to
instead leverage fluxus in a behavioral/reactive environment.

Food for thought, anyway.

Cheers,
Matt

On 9/25/07, Dave Griffiths <dave at pawfal.org> wrote:
> Hi all,
>
> As usual, I only come up with new ideas while being way too busy working
> on 4 or 5 others, but I think a fluxus thing to look at soon (no time
> promises :) might be some layers on top of the existing graphics commands
> to make some higher level things easier.
>
> So what I'm considering is a possible entity system - which is the start
> of a more complete game engine. It would comprise a hierarchy of classes
> (all written in Scheme, using PLT's classes) that would allow you to
> create objects with behaviours, interacting with a world around them -
> i.e. a player character, some AI driven characters, pickups (keys etc),
> static things which have a state - doors, switches etc etc and the terrain
> which contains it all.
>
> This would generalise some of the livecoding games code (particually
> al-jazari) to make it easier and faster to prototype new games and other
> game like things. It might also take scheme livecoding in fluxus from
> moving boxes and points around to more behavioural animation.
>
> I've started a wiki page to jot down ideas here:
> http://www.pawfal.org/index.php?page=FluxusEntities
>
> cheers,
>
> dave
>
>
>
>
>



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