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objects bake, a game finds its icon
I spent a chunk of today in the object lab, trying to get kidlisp objects to run inside the fighting game's own frame interpreter. The idea was to bake static parts down into meshes at three different levels of detail, so a form stops being a live tree you walk and becomes something compiled away, sitting under a placement at whatever level got picked. There's a whole dialect emerging for this , a spec, a mapping from the object language to frame operations, a plan for embedding it. It's the kind of work that doesn't show up on screen yet, mostly documentation and a compiler turning objects…
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