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* Sly - The Living, Breathing Game Engine

  Sly is a free software game engine written in [[https://gnu.org/software/guile][Guile Scheme]].  It
  provides an abstraction layer above SDL and OpenGL for common game
  programming requirements such as:

  - Animation
  - Shaders
  - Sprites
  - Tilesets
  - Scene graph
  - Keyboard/mouse/joystick input
  - Scripting

  Sly differentiates itself from most other game engines by
  encouraging [[http://toplap.org/about/][live coding]] and emphasizing [[http://elm-lang.org/learn/What-is-FRP.elm][functional reactive
  programming]].

** Inspiration

   Every programming language should have a fun, easy to use game
   library.  Guile is no exception.  Sly draws its inspiration from
   easy-to-use libraries/engines such as [[http://love2d.org/][LÖVE]], [[http://pygame.org/][Pygame]], and [[http://pyglet.org/][Pyglet]].
   Sly's functional reactive nature is heavily inspired by the [[http://elm-lang.org/][Elm]]
   programming language.

** Example

   Here is the simplest Sly application (so far).

   #+BEGIN_SRC scheme
     (use-modules (sly game)
                  (sly window)
                  (sly math vector)
                  (sly render camera)
                  (sly render group)
                  (sly render sprite))

     (define scene
       (group-move (vector2 320 240)
                   (group (load-sprite "gnu.png"))))

     (define camera (orthographic-camera 640 480))

     (add-hook! draw-hook (lambda _ (draw-group scene camera)))

     (with-window (make-window #:title "Hello, world!")
       (start-game-loop))
   #+END_SRC

** Features

*** The Game Loop

    Sly's game loop doesn't tie drawing and updating
    together. Instead, updates happen on a fixed timestep (60 ticks
    per second by default) while drawing happens as many times as
    possible. A framerate indepedent loop mitigates slow down that the
    user might experience when updating the game takes longer than
    drawing a frame at the desired rate. Instead of slowing to a
    crawl, some frames are dropped and the loop tries to catch up on
    updates. Additionally, a fixed timestep allows for a deterministic
    simulation, unlike a variable timestep.

    To start up the game loop, simply call =(start-game-loop)=. It's a
    good idea to set up the game window prior to starting the loop via
    the =with-window= form.

    #+BEGIN_SRC scheme
      (with-window (make-window #:title "Best Game Ever"
                                #:resolution #(640 480))
        (start-game-loop))
    #+END_SRC

*** Functional Reactive Programming

    Game state is a function of time.  The player's score, the current
    stage, an enemy's hit points, etc. all change in response to
    events that happen at discrete points in time.  Typically, this
    means that a number of callback procedures are registered to
    respond to events which mutate the relevant data structures.
    However, this approach, while simple and effective, comes at the
    price of readability, comprehension, and expression.  Instead of
    explicitly mutating data and entering "callback hell", Sly
    abstracts and formalizes the process using a functional reactive
    programming style.

    In Sly, time-varying values are called "signals", and they are
    defined in a declarative and functional manner.  Rather than
    describing the process of mutation procedurally, one describes the
    relationship between signals instead.  Signal relationships are
    described in a functional style using =signal-map=, =signal-fold=,
    =signal-filter=, and others.

    Example:
    #+BEGIN_SRC scheme
      (define-signal position
        (signal-fold v+ (vector2 320 240)
                     (signal-map (lambda (v) (v* v 4))
                                 (signal-sample 1 key-arrows))))
    #+END_SRC

    This signal describes a relationship between the arrow keys on the
    keyboard and the position of the player.  =signal-sample= is used
    to trigger a signal update upon every game tick that provides the
    current state of the arrow keys.  =key-arrows= is a vector that
    maps to the current state of the arrow keys, allowing for 8
    directional movement.  This vector is then scaled 4x to make the
    player move faster.  Finally, the scaled vector is added to the
    previous player position via =signal-fold=.  The player's position
    is at (320, 240) initially.  As you can see, there are no
    callbacks and explicit mutation needed.  Those details have been
    abstracted away, freeing the programmer to focus on more important
    things.

    As an added bonus, signals adapt to changes in their environment
    when defined using the =define-signal= form.  This means that a
    signal can be re-defined at the REPL and other dependent signals
    will take notice and re-evaluate themselves automagically.

*** REPL Driven Development

   Guile's read-eval-print-loop allows you to develop your game while
   it is running!  This allows you to see in real-time what your
   changes do to the game without having to kill, recompile, and
   restart the program every time a change is made.

   Sly integrates Guile's [[https://gnu.org/software/guile/manual/html_node/Cooperative-REPL-Servers.html][cooperative REPL server]] into the game loop.
   To activate this feature, import the =(sly repl)= module and call
   =(start-sly-repl)=.  To connect to the REPL server, use the [[http://www.nongnu.org/geiser/][Geiser]]
   extension for GNU Emacs.

   *Geiser*

   #+BEGIN_SRC fundamental
    M-x connect-to-guile
   #+END_SRC

   Use the default host and port settings when prompted.

** Building

   Sly uses the typical GNU build system. First run =autogen.sh= and
   then do the usual incantations.

   #+BEGIN_SRC sh
     ./autogen.sh
     ./configure
     make
     sudo make install
   #+END_SRC

   See =INSTALL.org= for more detailed installation instructions.

** Developing

   Users of GNU Guix can quickly create a development environment by
   running:

   #+BEGIN_SRC sh
     guix environment -l package.scm
   #+END_SRC

** Running Examples

   To run an example when Sly has been installed:

   #+BEGIN_SRC sh
     cd examples
     guile simple.scm
   #+END_SRC

   To run an example without installing Sly (useful when developing):

   #+BEGIN_SRC sh
     cd examples
     ../pre-inst-env guile simple.scm
   #+END_SRC

   To quit an example:
   - Close the window
   - Press the =ESCAPE= key

** Using the Sandbox

   If you want to quickly create a Sly environment and start
   experimenting, run =./pre-inst-env sandbox=.  It will import many
   useful modules, start a REPL server, open a window, and start the
   game loop.  Simply connect to the REPL server and start hacking!

** Platforms

   Sly supports GNU/Linux currently. OS X support is in the works, but
   there are problems with guile-sdl. See
   https://github.com/davexunit/guile-2d/issues/2 for more details.

** Dependencies

   - GNU Guile >= 2.0.11
   - [[http://www.gnu.org/software/guile-opengl/][guile-opengl]] >= 0.1.0
   - [[https://www.gnu.org/software/guile-sdl/index.html][guile-sdl]] >= 0.5.0
   - SDL 1.2
   - FreeImage >= 3.0
   - GNU Scientific Library (GSL)

** Community

   For help and general discussion, join the =#sly= IRC channel on
   irc.freenode.net.

** License

   GNU GPL v3+

   See =COPYING= for the full license text.