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.