[0]: https://web.libera.chat/?channel=#lispgames
[1]: https://discord.gg/hhk46CE
[2]: https://itch.io/jam/autumn-lisp-game-jam-2021/community
9 karma · joined February 10, 2018
[0]: https://web.libera.chat/?channel=#lispgames
[1]: https://discord.gg/hhk46CE
[2]: https://itch.io/jam/autumn-lisp-game-jam-2021/community
:cl-bodge itself is still an experimental tech that has barely any documentation - I won't recommend using it directly, unless you are happy tinkerer that ain't afraid of guts from hell.
:trivial-gamekit though is a stable framework that have much better documentation and strives to be as simple as possible. Nothing experimental about it. It's dangerous to go alone into jams with CL-based games, take gamekit with you. The fact that it is based on :cl-bodge at the moment is an implementation detail.
:alien-works is an attempt to reuse everything C/C++ gamedev world has and drive it from CL without too much blood bolting from eyes. It's not very experimental - just some conventional stuff piled together, but still is in early stages of development (although it has passed proof-of-concept phase).
We are, as in #lispgames community, indeed very welcome you to join us on irc.libera.chat:6697 in #lispgames channel. Some of us can also be found on Lisp Discord server[0] in #lisp-gamedev channel.
We also have community twitter account[1] which is not super active, but still alive. Just smells funny.
That said, claw's C++ support is still in the works and I don't recommend diving into that mess yet. Stay tuned for Q1 2021 semi-usable alpha release. Or not. C++ is such a pile of shinies, I'm pretty sure I lost a few screws during :claw development.
Reasons we all chose Common Lisp are often personal, but almost all agree it is the superior interactivity, high language and runtime customizability, performance.
[1]: https://github.com/lispgames/lispgames.github.io/wiki (lispgames.org)
[2]: #lispgames channel at freenode.net