Full Width [alt+shift+f] Shortcuts [alt+shift+k]
Sign Up [alt+shift+s] Log In [alt+shift+l]
33

Chickadee 0.5.0 released

from dthompson [alt+shift+b] in programming

I'm happy to announce that Chickadee 0.5.0 has been released! Chickadee is a game development toolkit for Guile that is built on top of SDL2 and OpenGL. Chickadee aims to provide all the features that parenthetically inclined game developers need to make 2D and 3D games in Scheme. New features and improvements: New OpenAL-based audio API (see Audio in the manual) New API for user-defined shader data types (see Shaders in the manual) New, very experimental 3D model loading support for OBJ and glTF formats (see 3D Models in the manual) New 3D vector math procedures such as cross product (see Vectors in the manual) Improvements to internal GPU state management New string->color procedure in the (chickadee render color) module New controller-button-pressed? procedure in the (chickadee) module New degrees->radians and radians->degrees procedures in (chickadee math) module Support for transparent color keying when loading textures Tiled map renderer now respects transparent colors for tileset images New window manipulation procedures (see Window Manipulation in the manual) New Colors section in the manual New Input Devices section in the manual Bug fixes: Fixed misuse of streaming vertex buffer in particle system renderer Fixed screen not being cleared on frames where nothing is rendered Fixed missing bounds check in array-list-ref procedure source tarball: https://files.dthompson.us/chickadee/chickadee-0.5.0.tar.gz signature: https://files.dthompson.us/chickadee/chickadee-0.5.0.tar.gz.asc See the Chickadee project page for more information. Also, check out the Spring Lisp Game Jam that starts on Friday, April 10th! Bug reports, bug fixes, feature requests, and patches are welcomed. Have fun!
8th Apr 2020

Stay updated

Get a weekly newsletter with the top 5 articles worth reading every week.

More from dthompson

Haunt 0.4.0 released

I'm quite a bit late on this one, but Haunt version 0.4.0 was released released back in July. I haven't had much time for blogging, but I'm catching up now! This release contains a small set of improvements and bug fixes since the 0.3.0 release in 2024. About Haunt Haunt is a static site generator that uses the Guile Scheme as its configuration language. It aims to be simple, functional, and extensible. Features include: Easy blog and Atom/RSS feed generation Markdown post support Simple development server for viewing edits before publishing Purely functional build process User extensibility Notable changes Added support for HTML in Markdown documents. This was a long time coming because guile-markdown did not support it and the library was abandoned by the original maintainer. As part of my work at Spritely, we forked it, implemented the relevant portions of the CommonMark specification, and released it. Spritely's guile-commonmark fork is now considered to be the official upstream by Guix and others. A further consequence of this is that guile-lib is now a required dependency for building Haunt as we need the (htmlprag) module to parse Markdown documents with embedded HTML. html->shtml from guile-lib's (htmlprag) module is now used instead of xml->sxml in the HTML reader. It was silly of me to use xml->sxml for this purpose years ago, but at the time I wanted guile-lib to be an optional dependency. Added haunt new subcommand for creating a new site. Added default directory, template, and prefix arguments to flat-pages procedure. Added support for index metadata flag to flat pages for pretty URLs. Flat pages now receive all page metadata, not just the page title. This is a breaking change from 0.3.0. Added .scm as an additional extension for sxml-reader. make-file-extension-matcher now supports multiple extensions. Fixed emission of <script> and <style> elements. Fixed handling of no available reader in flat pages builder. Fixed unreachable error handling clause when a reader is not found for a post. Fixed default blog theme template missing an <html> tag. Fixed overloaded -h option in haunt serve. Deprecated post in Skribe reader in favor of document. Download Haunt 0.4.0 is already available in Guix: guix pull guix install haunt See the Haunt project page for information on how to build from source. Thank you to Camilo Rodrigues, Noé Lopez, jgart, Jakob L. Kreuze, and Daniel Meißner for their contributions to this release! Happy haunting!

22nd Sep 2026 • 1 votes
Guile-bstructs 0.2.0 released

I'm happy to announce that guile-bstructs 0.2.0 has been released! About guile-bstructs Guile-bstructs is a library that provides structured read/write access to binary data for Guile. A bstruct (short for “binary structure”) is a data type that encapsulates a bytevector and a byte offset which interprets that bytevector based on a specified layout. See the guile-bstructs project page for more information. Notable changes Added support for anonymous structs and unions. Contrived example: (define-bstruct <location> (struct (id int) (union (struct (x double) (y double) (z double)) (coords (array 3 double))))) Made bstruct-wrap offset optional. Added bstruct-by-value syntax. Added void primitive type. Added support for array elements to bstruct-ref, bstruct-set, etc. Bug fixes Fixed guard clause for bstruct-by-value. Added missing symbolic-match? check in define-bstruct-primitive. Internal type descriptor ids are now stable to allow for clean redefinition at the REPL. Download Starting with this release, I am no longer uploading release tarballs. This is due to Guix moving away from them and for good reason after events like the xz-utils backdoor. Build from the v0.2.0 tag in Git, instead.

12th Mar 2026 • 1 votes
Guile-websocket 0.3.0 released

I'm happy to announce that guile-websocket 0.3.0 has been released! Guile-websocket is an implementation of the WebSocket protocol, both the client and server sides, for Guile Scheme. Highlights for this release are: New (web socket) module that provides a standard Scheme port interface for WebSockets. WebSocket is a framed protocol, not a simple bytestream, but the new wrappers websocket and wrap-websocket provide the useful illusion of a raw bytestream. The #:max-attempts argument to read-data-frame can now be #f, meaning that the read operation should never give up in the case of a read timeout. This is useful for keeping server-side client connections alive as long as the client hasn't hung up, even if ping frames haven't been sent in awhile. New websocket-upgrade-request?, websocket-upgrade-response?, and make-websocket-upgrade-response procedures in (web socket server). These new procedures allow for integration of WebSockets into custom Guile HTTP servers rather than having to use the overly simplistic built-in one that only handles WebSocket requests. The #:configure-socket argument to open-websocket-for-uri has been deprecated. In practice, user code just needs to set some socket flags, particularly SOCK_NONBLOCK for asynchronous I/O. Use the new #:flags argument instead. source tarball: https://files.dthompson.us/releases/guile-websocket/guile-websocket-0.3.0.tar.gz signature: https://files.dthompson.us/releases/guile-websocket/guile-websocket-0.3.0.tar.gz.asc See the guile-websocket project page for more information. Bug reports, bug fixes, feature requests, and patches are welcomed.

23rd Jan 2026 • 1 votes
Guile-websocket 0.2.1 released

I'm happy to announce that guile-websocket 0.2.1 has been released! Guile-websocket is an implementation of the WebSocket protocol, both the client and server sides, for Guile Scheme. This small patch release contains the following changes: Greatly improved validation of initial handshake request on server. In previous releases, when bots discovered a server and sent random HTTP requests they’d cause needless exceptions to be thrown and clog up server logs. The accept-client hook can now return #t when a new client has not connected but the server loop should continue anyway. source tarball: https://files.dthompson.us/releases/guile-websocket/guile-websocket-0.2.1.tar.gz signature: https://files.dthompson.us/releases/guile-websocket/guile-websocket-0.2.1.tar.gz.asc See the guile-websocket project page for more information. Bug reports, bug fixes, feature requests, and patches are welcomed.

6th Aug 2025 • 1 votes
Guile-Bstructs 0.1.0 released

I'm pleased to announce that the very first release of guile-bstructs, version 0.1.0, has been released! This is a library I've been working on for quite some time and after more than one rewrite and many smaller refactors I think it's finally ready to release publicly. Let's hope I'm not wrong about that! About guile-bstructs Guile-bstructs is a library that provides structured read/write access to binary data for Guile. A bstruct (short for “binary structure”) is a data type that encapsulates a bytevector and a byte offset which interprets that bytevector based on a specified layout. Some use cases for bstructs are: manipulating C structs when using the foreign function interface packing GPU vertex buffers when using graphics APIs such as OpenGL implementing data types that benefit from Guile's unboxed math optimizations such as vectors and matrices This library was initially inspired by guile-opengl's define-packed-struct syntax but is heavily based on "Ftypes: Structured foreign types" by Andy Keep and R. Kent Dybvig. The resulting interface is quite similar but the implementation is completely original. This library provides a syntax-heavy interface; nearly all of the public API is syntax. This is done to ensure that bstruct types are static and well-known at compile time resulting in efficient bytecode and minimal runtime overhead. A subset of the interface deals in raw bytevector access for accessing structured data in bytevectors directly without going through an intermediary bstruct wrapper. This low-level interface is useful for certain batch processing situations where the overhead of creating wrapper bstructs would hinder throughput. Example Here are some example type definitions to give you an idea of what it’s like to use guile-bstructs: ;; Struct (define-bstruct <vec2> (padded (struct (x float) (y float)))) ;; Type group with a union (define-bstruct (<mouse-move-event> (struct (type uint8) (x int32) (y int32))) (<mouse-button-event> (struct (type uint8) (button uint8) (state uint8) (x int32) (y int32))) (<event> (union (type uint8) (mouse-move <mouse-move-event>) (mouse-button <mouse-button-event>)))) ;; Array (define-bstruct <matrix4> (array 16 float)) ;; Bit fields (define-bstruct <date> (bits (year 32 s) (month 4 u) (day 5 u))) ;; Pointer (define-bstruct (<item> (struct (type int))) (<chest> (struct (opened? uint8) (item (* <item>))))) ;; Packed struct modifier (define-bstruct <enemy> (packed (struct (type uint8) (health uint32)))) ;; Endianness modifier (define-bstruct <big-float> (endian big float)) ;; Recursive type (define-bstruct <node> (struct (item int) (next (* <node>)))) ;; Mutually recursive type group (define-bstruct (<forest> (struct (children (* <tree>)))) (<tree> (struct (value int) (forest (* <forest>)) (next (* <tree>))))) ;; Opaque type (define-bstruct SDL_GPUTexture) Download Source tarball: guile-bstructs-0.1.0.tar.gz GPG signature: guile-bstructs-0.1.0.tar.gz.asc This release was signed with this GPG key. See the guile-bstructs project page for more information.

5th Jan 2025 • 98 votes

More in programming

The classic console corner's CRT changeover

In the corner of the rear Floodgap lab sits a pile of classic game consoles. It used to look like this: Sega Dreamcast all the consoles here only came with NTSC RF output and date from the pre-flat panel TV era. That includes multiple Atari consoles (including the inevitable VCS, here a Darth Vader 2600), several Pong machines — including two Commodore units — with various chipsets, an Intellivision (as the rebadged Tandyvision One, my first) and a Bally Astrocade with lots of upgrades. It seems wrong to use them with a flat panel, and CRTs lag less. Plus, games with a light gun (here the Dreamcast and one of the Pong consoles) often rely on the CRT's rapidly scanning beam to know where they're pointed. So what do you do when the CRT TV goes bad? I should note that this isn't all the old school gaming fun in the house. In the commons next to the pinball machines are an Xbox 360 Slim and a PlayStation 2, and in the home theatre connected to the 3D projector is a PlayStation 3 since it has some stereoscopic titles. These might appear in future articles. But most of the rest are here. I bought this Panasonic Omnivision PV-M2035 from a friend at church in 1999 for $100 [about $200 in 2026 dollars]. He had no use for it, and the top of the plastic shell had been heat-warped by sitting in his car too long, but it worked, still had the remote, and was a suitably cheap TV for my unsuitably cheap studio apartment. I used it for local news and Friends with a set of rabbit ears, VHS movies, and speakers for playing music by connecting a CD player to the single rear input. When I moved to a less cheap 1-bedroom, it came along, and its flat top was flat enough to become a shelf for a DVD player. I got the Dreamcast from Fry's in 2001 after Sega discontinued it and managed to share the composite input between them. That apartment was my crashpad for about a decade before moving to the current orbiting HQ, whereupon I bought a passive-3D flat panel TV and moved the Omnivision to its current location in the back of the house. It shared the RF input between the Inty, and later the Atari 2600, and later still the Astrocade and various Pongs. At any one time there were at least four consoles always connected to it via switches and switchboxes, and I wired up an accessory port for more. plastic was broken and on these TVs that's pretty much the load-bearing part. When it arrived at the mailbox and I unpacked it, I could see the lower half had sandwiched right through the VCR slot, with visible PCB fragments and broken buttons; aside from the tube itself (ironically), the thing was a total loss. The seller nevertheless made good on the refund, to their credit, and I got to schlep it to the recycler. Overall, however, it had occurred to me that there were very few TVs sufficiently contemporary with the M2035 out there, which might be a hint about their general longevity. So, if I was going to be forced to buy a different Panasonic, then it might as well be a more recent one, and it should be one of the "triple play" units (i.e., TV, VCR, DVD) so that I could at least get rid of the external DVD player. Mission: Impossible '88 and '89 DVD sets, where the "in stereo" animation was even burned into the video stream.) not recording and thus impossible to watch many DVDs, for which the Sima CopyMaster was the cheapest solution: it simply blots out that portion of the vertical blank along with the pulses, which also has the side effect of sometimes stripping closed captioning (in the vertical blank as well), though DVDs with proper subtitles are of course unaffected. Later Sima devices could regenerate portions of the vertical blank for better quality, and Macrovision actually sued them over their products in 2005, but later settled. The mixer on the right was purchased literal decades ago at Radio Shack (more specifically a "Video Enhancer Stereo Audio Mixer") that I think we used for a Halloween display exactly once and then forgot about. Here it was used first as a cutoff switch, and second as a way to match the audio volume from the DVD player with the audio volume from the Dreamcast, which was also directly connected to the second rear Y-cable. This TV is mono, so the stereo channels from the audio mixer and the DC get merged using their own Y-connectors (also Radio Shack) before going into the Y-cable to the single line audio input. The video function isn't used here at all; it was just a audio mixer on the shelf I wasn't otherwise using. The DVD player is under the mixer and the CopyMaster, a cheapie Sony special that will only eject discs if it's in the mood or summarily threatened with violence. You already met this system when we adjusted the laser pickup and refurbished its rechargeable battery. you met the Tandyvision One (otherwise identical to the Mattel Intellivision Master Component, and manufactured by them as an OEM) when we installed a composite video modification and a front power-cutoff reset. I later upgraded it with an original Mattel Intellivoice speech synthesizer (Tandy never rebadged these) and a CuttleCart. But you haven't met the Bally on the bottom, officially introduced in 1978 as a game console and simple home computer, sold under various names such as the Bally Professional Arcade seen on early units, later the Bally Computer System badging here, and now collectively referred to under its final incarnation as the Astrocade. These machines were based around a 1.789MHz Z80 (half NTSC colourburst) combined with the same graphics hardware Dave Nutting Associates used for Midway's arcade games Gorf and Wizard of Wor, among others. Unfortunately, much of its theoretical graphics power went unrealized because it only has half the video memory of the arcade units (i.e., 4K) — and that's all the memory it has, so it has to interleave bits in the video memory to store BASIC programs, meaning only game ROMs can take full advantage. Still, that was enough to be solid competition for the likes of the Atari VCS and Fairchild Channel F, and it holds its own well against the slightly later Intellivision. does have is a doozy: the cooling vents are on the underside. These machines are very prone to overheating and can be easily damaged by it, which is why I use two foam struts to keep it off the carpet. The yellow label is for Astrovision, a separate enterprise that had been attempting to develop their own console. The (then) Bally Professional Arcade was selling poorly, though part of this was due to a tardy launch and Bally's weak retail presence, and Bally decided to sell off the consumer products division in 1979. Astrovision, unable to get their unit to market quickly, bought it in 1981 along with a limited license to the Bally name and reintroduced it at Winter CES 1982. Astrovision units are otherwise the same except for the badging and are the most common Astrocades today, though the company became another victim of the 1983 video game crash and went bankrupt shortly afterwards. Simultaneously, an Astrocade derivative merged with Bally's unfinished ZGRASS-100 expansion chassis was reworked into the Datamax UV-1 graphics generator, sold in small numbers until around 1982. the wall warts and power strips, and do a little spot vacuuming with the Roomba. out in spring. Gremlin's Blockade; and a simple calculator and screen paint toy ("Scribbling"). The display is a bit noisier than the Inty/Tandyvision, probably because of the difference in shielding, but still quite good. Videostak Video Game Center, which allegedly could accomodate a VCS, Intellivision or ColecoVision. The front decal is somewhat worn and the woodgrain veneer doesn't match the Vader VCS nearly as well, but it's still a fun-looking setup. Intellivision System Changer which has Atari 2600 hardware in an expansion box for the Intellivision II (useable on the original Inty with modification). It might be fun to explore the reputed irregularities between what is believed to be a VTI clone TIA in the System Changer and the slightly earlier Coleco Expansion Module 1 (and the related Coleco Gemini), and see how they differ in practice. Now for the Pong machines. These attach to the "accessory port" on the input switcher. The current Pong menagerie are mostly MOS 7600-based, MOS' own Pong-on-a-chip: two from Commodore themselves but PAL only using the MOS 7601 (the TV Game 2000K and TV Game 3000H), plus two MOS 7600 (NTSC) systems, a Coleco Telstar Gemini, not to be confused with the Coleco Gemini or Coleco Telstar, and an Allied Leisure Name of the Game II, possibly the earliest use of the chip in NTSC regions. We'll play the Name of the Game II and Telstar Gemini below. These will be consoles for another day, but I also have a boxed Atari Video Pinball, an "honorary" Pong machine though it plays several other games, and a boxed Atari Ultra Pong Doubles, which we had before we got the Tandyvision, but I don't ever recall it working fully and it later failed to power up and got thrown away, so this is a replacement. My least favourite of the Pongs here (I really only picked it up because it was cheap) is a 1977 Magnavox Odyssey 3000. The 3000 is basically an upmarket Odyssey 2000 with proper handheld controllers, but otherwise the same me-too AY-3-8500 Pong-on-a-chip generating the same black-and-white display. Allied Leisure Name of the Game II is a two-player Pong based on the MOS 7600-001. This chip notionally contains three field games (a tennis game, a "goal" game usually billed as either soccer or hockey, and a racquetball game) and a skeet shooter, but the racquetball game can be put into a single player mode by setting it to "four" players and the NotG2's switch triggers this mode in place of the skeet shooter. It was noisy on the other TV and it's noisy here, possibly because it has its own internal RF switchbox, but it plays fine. Coleco Telstar Gemini, an MOS 7600-004 system. This has two "pinball" variants (with flippers and moveable Pong paddles, so it's still a Pong of sorts) and two shooting gallery variants involving shooting a deformed bear sprite. The light gun connector is the same as the Coleco Telstar, so I borrowed the gun from that. sing along with The Offspring. But the output looks crisp through the rear jacks, the sound is proper stereo, and we now have front inputs I can use for something else without rigging a whole bunch of Y-adapters again. Plus, if the Telstar Gemini's gun works, it's all but guaranteed the Dreamcast's does. am likely to play some Video Pinball, and in its box that's easy to move, so that can go on top of the 2600 and the NotG and Telstar Gemini can sit next to it. The old TV is out in the garage and as I have time I'll extract its circuit boards and go over them more thoroughly, since I had a lot of good times with that television and it would be nice to fix. If I do, I'll write it up here, since it's an actual old VCR. Meanwhile, I have some possible projects in mind for the Tandyvision and Astrocade, and maybe some mods to go in the VCS, and you can read about those in future articles too. In the end, with the new TV all set up, the 1980s can live again in my rear office. Or, as my wife likes to point out, they never actually died there either.

52 minutes ago • 1 votes
Unattended reboots with encrypted disks

An introduction to ZKeys: a new service that stores encryption keys off-site and automatically locks access to them if the client machines go offline for a long period of time.

3 days ago • 1 votes
Education Shouldn't Be Held for Ransom

Google told K-12 schools they could turn off AI, but only if they gave up search too. That isn’t integration. It’s holding education for ransom.

6 days ago • 1 votes
AI Assisted Sermon

Once a year at my church, I usually give one sermon. I was asked to tie the theme to a young adult retreat we had taken to the Sunshine Coast. My first experience giving a sermon was many years ago at my old home church in El Monte, California. It was a Vietnamese-American church, but…

6 days ago • 1 votes
Fortune Telling and Speculative Design

Practical tools for design engineers to explore possible futures through speculative design

6 days ago • 1 votes
📚 BoredReading

You seem to be enjoying this.

Join free to unlock everything.

Create free account

Already have an account? Sign in