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Right on.

The way I think of it, CL is the rare language that I don't feel is fighting me every step of the way.


I remember reading that at one point the NFL was Kodak's biggest client for 16mm film. Back when that was the format for recording the games.


Perhaps I'm viewing the past through rose-colored glasses, but I wish there were such efforts at innovation in the computer field today. Maybe the last attempt at doing something truly different was the Connection Machine.


I hope for the sake of my former colleagues at Weta that those transferred to Unity can simply be transferred back to Weta.

The point of production pipelines being bespoke (at least past a certain company size) is a relevant one. The main workhorses of large scale production (Maya, Houdini, Nuke, etc.) are extremely customizable and extensible. Over years (decades in the case of Weta) companies develop highly complex workflows and associated tools based on these applications.

That is why the Unity deal never really made sense to me. The idea that Weta's tools could somehow be packaged up and delivered as essentially shrink-wrapped consumer-level add-ons to Unity was a naive one at best. I'm not entirely surprised to see it fall apart.


Is there any movement towards a C/C++ API in Blender 4.0? I feel extensibility may be where it lags behind Maya and Houdini.


No. Unfortunately this is something they’re philosophically against as they feel you should just build from source if you need it. They’re worried it could undermine the spirit of the GPL if people were sharing compiled plugins instead


Very cool. I must check this out.

I implemented some L-system features in my 3D Common Lisp system: https://github.com/kaveh808/kons-9


kons-9: https://github.com/kaveh808/kons-9

Work in progress on an IDE for 3D graphics written in Common Lisp.

Cheesy trailers:

https://youtu.be/THMzaVDaZP8

https://youtu.be/i0CwhEDAXB0

https://youtu.be/liaLgaTOpYE


"Vulkan represents a low-level way of talking to the GPU more or less on the GPU's terms. As opposed to OpenGL which is a way of talking to the GPU on boomer CAD programmers' terms."

Kind of like that description. I've been doing GL since before it was OpenGL.

In my Common Lisp 3D system [1], I've been happily using very simple immediate mode OpenGL calls, taking advantage of CAD-like features such as drawing wireframes of various thickness over shaded polygons. OpenGL provides specific Z-buffer API calls to facilitate such things.

Is there a simple way of doing such CAD-centric things in Vulkan?

[1] https://github.com/kaveh808/kons-9


Some basic Common Lisp videos showing Emacs/Slime in action:

https://www.youtube.com/playlist?list=PLTA6M4yZF0MzsMlNL0N67...


I've just take a quick look but it looks great, thank you!

It seems I'll need to use the Air to follow the series. As far as I can see it's ccl + aquamacs + slime... right? It comes at the right time because I'm starting with the CLOS part right now.


Yes. Though unfortunately CCL does not run on Apple's M chips.


No problem, my Air is old :)


The killer feature of whatever game engine replaces Unity in developers' hearts and minds is going to be the platform delivery aspect.

Once you can press a button and get Win/Mac/Linux/Android/iOS/etc versions of your game built, you're in business.

All the higher-level features (3D, ray casting, etc) will be contributed by the community over time.


I think you mean lower-level.


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