A Common Lisp 3D/2D graphics engine for OpenGL, designed for games, visualizations, and productivity software with live coding.
Clinch is a 3D/2D graphics engine for Common Lisp that leverages modern OpenGL to create games, visualizations, and productivity tools. It emphasizes live coding in a multithreaded environment, allowing developers to modify the engine directly from the REPL for rapid iteration. The engine provides modular components like transforms, nodes, buffers, textures, and shaders that can be used independently or combined.
Common Lisp developers building 3D/2D games, visualizations, or productivity tools who value live coding and REPL-driven development. It suits those familiar with graphics programming who want a flexible, low-abstraction engine they can tailor without imposed design patterns.
Developers choose Clinch for its live coding capabilities in a multithreaded setup, enabling on-the-fly changes without restarting. Its modular architecture avoids unnecessary abstractions, allowing direct use of OpenGL features and integration with plugins like ODE for physics, Cairo for 2D graphics, and FreeImage for textures.
Common Lisp 3D/2D Graphics Engine for OpenGL
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Enables on-the-fly code changes in a multithreaded environment without restarting, as emphasized in the README's features for rapid iteration and debugging.
Components like transforms, nodes, buffers, and textures can be used independently, allowing for flexible, tailored graphics pipelines without imposed design patterns.
Supports shaders, GPU buffers, and real-time OpenGL object inspection, leveraging up-to-date graphics capabilities for high-performance 3D/2D rendering.
Uses SDL2 for windowing, controller support, sound, and music, providing robust cross-platform multimedia handling as listed in the README's key features.
Key functionalities like 3D asset importing, 3D animation, and 3D GUI are labeled 'Current Development' or 'Experimental' in the README, limiting immediate usability for full-scale projects.
Built exclusively for Common Lisp, it inherits the language's smaller ecosystem, which can result in fewer resources, libraries, and community support compared to engines in more popular languages.
Avoids wrapping libraries and requires direct OpenGL knowledge, making it less accessible for developers unfamiliar with graphics programming or seeking higher-level abstractions.