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|
* Sly
Sly is a free software game engine written in GNU Guile Scheme. It
provides an abstraction layer above SDL and OpenGL for common game
programming requirements such as:
- Meshes
- Shaders
- Sprites
- Animation
- Tilesets
- Scene graph
- Keyboard/mouse input
- Scripting
Sly differentiates itself from other game engines by providing an
interactive development environment via Guile's read-eval-print-loop
(REPL), exposing a functional API instead of an object-oriented one,
and encouraging reactive programming.
** Inspiration
Every programming language should have a fun, easy to use game
library. Sly draws its inspiration from great 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 sprite)
(sly window))
(define sprite
(load-sprite "images/p1_front.png"
#:position #(320 240)))
(add-hook! draw-hook (lambda (dt alpha) (draw-sprite sprite)))
(with-window (make-window #:title "Simple Sprite Demo")
(run-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
*** Sprites
Sprites encapsulate the presentation of an image or a region of an
image.
The simplest way to get started with sprites is to use the
=load-sprite= procedure. All arguments except the filename are
optional keyword arguments.
Sly uses the FreeImage library and can load many different image
formats. See the FreeImage [[http://freeimage.sourceforge.net/features.html][features page]] for a full list of
supported formats.
#+BEGIN_SRC scheme
(use-modules (sly sprite))
(define sprite
(load-sprite "cirno.png"
#:position #(320 240)
#:scale #(1 1)
#:rotation 45
#:color white
#:anchor 'center))
#+END_SRC
Alternatively, you can make a sprite from an existing texture. The
same keyword arguments in =load-sprite= are also available here.
#+BEGIN_SRC scheme
(define sprite (make-sprite (load-texture "cirno.png")))
#+END_SRC
Position, scale, rotation, color, and anchor are mutable.
#+BEGIN_SRC scheme
(set-sprite-position! sprite #(100 100))
#+END_SRC
Drawing a sprite is simple.
#+BEGIN_SRC scheme
(draw-sprite sprite)
#+END_SRC
*** Keyboard and Mouse Input
There are hooks within the =(sly keyboard)= and =(sly mouse)=
modules that can be used to respond to user input.
#+BEGIN_SRC scheme
(use-modules (sly keyboard)
(sly mouse))
;; Quit when ESC is pressed.
(add-hook! key-press-hook
(lambda (key unicode)
(when (eq? key 'escape)
(quit-game))))
;; Print coordinates when the mouse is moved.
(add-hook! mouse-move-hook
(lambda (x y)
(format #t "pos: (~d, ~d)\n" x y)))
#+END_SRC
In the future, there will be more convenient ways to respond to
user input similar to how keymaps work in Emacs.
*** Coroutines and the Agenda
The ability to write scripts is very important for most games. A
script for an RPG NPC could look like this:
#+BEGIN_SRC scheme
;; Walk up one tile and then down one tile, forever.
(while #t
(walk 'up)
(walk 'down))
#+END_SRC
Unfortunately, running this script as it is means completely
locking up the program in an unbounded loop. However, coroutines
(and a scheduler known as the "agenda") are here to save the day!
Coroutines are procedures that can be exited at any point and
resumed later.
It would be nice if after every call to =walk=, the NPC would wait
for one second before taking its next step. This is where the
agenda comes in. The agenda is used to schedule procedures to be
run after an arbitrary number of game updates (1 by
default). Since coroutines and the agenda go hand in hand, there
exists a =wait= procedure to pause a coroutine and schedule it to
be resumed later.
Using a coroutine and the agenda, the NPC script can be rewritten
such that it does not halt further program execution.
#+BEGIN_SRC scheme
(use-modules (sly agenda)
(sly coroutine))
(coroutine
(while #t
(walk 'up)
(wait 60)
(walk 'down)
(wait 60)))
#+END_SRC
=coroutine= is a useful macro that evaluates a block of code as a
coroutine. =wait= aborts the procedure and schedules the
continuation inside of the agenda. In this example, the script is
paused for 1 second after each step. Since Sly enforces a fixed
timestep and updates 60 times per second by default, 60 ticks is
equivalent to 1 second.
You can also use the agenda to schedule the evaluation of any
thunk even if it isn't a coroutine.
#+BEGIN_SRC scheme
(define (hello)
(display "Hello, world! Sorry I'm late!\n"))
(schedule hello 600)
#+END_SRC
=schedule= accepts a thunk (a procedure that takes no arguments)
and schedules it to be applied after a certain number of ticks, or
after 1 tick by default. In this example, the text "Hello, world!
Sorry I'm late!" is displayed after 10 seconds. There are other
ways to schedule procedures, too. =schedule-interval= applies a
thunk periodically, and =schedule-each= applies a thunk upon every
tick.
*** Functional Reactive Programming
Games are composed of values that evolve as time passes. 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 react to events which mutate data structures
and/or assign to variables. However, this approach, while simple
and effective, comes at the price of readability and
comprehension. Instead of explicitly mutating data and entering
"callback hell", Sly abstracts and formalizes the process using a
functional reactive programming style.
Time-varying values are called "signals", and they are created 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+ #(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
direction 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
The read-eval-print-loop present in Guile 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 restart the
program every time.
Sly integrates Guile's cooperative REPL server with 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 or telnet.
*Geiser*
#+BEGIN_SRC fundamental
M-x connect-to-guile
#+END_SRC
Use the default host and port settings.
*Telnet*
#+BEGIN_SRC sh
telnet localhost 37146
#+END_SRC
** 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.
** 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
** 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.
|