Racket meet-up August 6th at 18:00 UTC :racket:

Racket meet-up August 6th at 18:00 UTC :racket:

Meet-up time at your location: 2022-08-06T18:00:00Z

Online In the Gather Town 'Racket Room': https://gather.town/app/wH1EDG3McffLjrs0/racket-users
(thank you to whoever did the interior decoration - very nice)

When: First Saturday EVERY Month UTC: 18:00

  • Show and tell
  • News & rumours
  • AOB

30 minutes but can overrun

UTC Sat, 6 Aug 2022 at 18:00
Pacific Time, PT Sat, 6 Aug 2022 at 11:00 PDT
Mountain Time, MT Sat, 6 Aug 2022 at 12:00 MDT
Central Time, CT Sat, 6 Aug 2022 at 13:00 CDT
Eastern Time, ET Sat, 6 Aug 2022 at 14:00 EDT
London, United Kingdom Sat, 6 Aug 2022 at 19:00 BST
Central European Summer Time, CEST Sat, 6 Aug 2022 at 20:00 CEST
Taipei, Taiwan Sun, 7 Aug 2022 at 02:00 CST

Time converter

Prefer to chat? Join us on Racket Discord or Slack

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I would like to discuss RRLL (Racket Rogue-Like Library) at the meetup. The idea has been getting shaped over the past two months (thanks to @simonls, @spdegabrielle and @sschwarzer) and although is far from even pre-alpha state, I already have some nice concepts implemented and I would definitely like to hear some feedback. The current snapshot of whatever I am working on will be published prior to the meetup, so anyone can have a look at the code.

The idea is to create a library for writing roguelikes in Racket using fully functional approach. That means making it universe/big-bang-like. Including movement/combat/animation system and DSL for programming non-player actors.

So far I have:

  • four implementations of functional two-dimensional grids with tile set / ref operations having O(1), O(log n) or O(n) time/memory complexity. Of course each implementation is more efficient for different operations,
  • a simple maze and caves generator is there to test it,
  • sgl-based interface,
  • visibility algorithm,
  • tiles rendering with lighting,
  • sprites rendering,
  • simple graphical assets loading,
  • simple text printing capability,
  • random-first-search algorithm for determining connected components, and
  • Dijkstra's algorithm for finding the shortest path in given grid.

One picture is worth a thousand words they say:

If you think this might draw you to roguelike development in Racket, please, show up and let me know your needs and/or ideas.


13 hours to go :wink:
Here's the code: Dominik Joe Pantůček / RRLL Ideas · GitLab
As I am out in the field, it might be a bit challenging to connect, but that's the plan.

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