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@pureevil Sure, I can argue with you. I enjoy strong dynamic typing because it makes me very productive as a programmer.

bodge-ui-window is out - super fast and easy way to add GUI to CL application (incl. 2D drawing)

Wows, this is really nice news from nvidia. I think I know what I'm going to integrate into cl-bodge next blogs.nvidia.com/blog/2018/12/

So I have an announcement. I sent an email to my work saying that I wanted to be able to focus on my work on taking advancing the federated social web to the next level. Read: better security / abuse resistance, richer interactions, virtual worlds.

How will I be funded to do this? I don't know. I do know that the state of the political world scares me enough that I feel I have to do this. If you want to support me: patreon.com/cwebber

Wish me luck. More updates soon.

Woops. Apparently, McCLIM is licensed under LGPL2.1+ (w/o Lisp preamble), which is super vague for image-based software. Im' still gonna try implementing a GL2.1-based backend for it, but gonna stick to Nuklear as a default UI backend in an engine. That would basically still allow using McCLIM in bodge, but with a just a little bit of additional effort.

the next Lisp Game Jam starts on October 19th! if you've ever wanted to try making a game with lisp, this is your chance! #gamedev


Yays! bodge-canvas and trivial-gamekit received support for OpenGL 2.1 contexts, meaning almost everyone in CL world now has cross-platform access to hardware-accelerated vector graphics. I'm thinking about possibility of using bodge-canvas as a rendering backend for McCLIM and replacing bodge-ui (nuklear based) with it.

Point-light shadows are almost in cl-bodge! That took a while, but I'm pretty satisfied with the results. A bit of refactoring and I'll merge it into bodge master.

I’ve just implemented my first client feature using Slime and hot code loads.

I am loving it :3

I was lazy writing docs so I wrapped up cl-bodge graphics API refactoring and added 3D physics demo instead


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