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Building Roguerrants: Insights into 2.5D Roguelike Development with Squeak
Roguerrants is a game engine for interrupted real-time 2.5D (parallaxed top-down) roguelike games, developed by Stéphane Rollandin, and is written in Squeak/Smalltalk. Stéphane announced on the Squeak developers list (here) the availability of Roguerrants on itch.io. A “Roguelike” game is a sub-genre of RPGs, named after the classic 1980 game “Rogue.” It is defined by…
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Squeak meeting on November 2, 2024, in Potsdam
Dear Squeakers, Smalltalkers, and friends of object-oriented, interactive programming environments! We cordially invite you again to our annual meeting of German-speaking Squeakers (Squeak Deutschland e.V). It will be filled with exciting lectures, demos, and discussions led by both us and you, while also serving as the general assembly of the association. If you want, you…
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Happy 28th Birthday to Squeak!
It was 28 years ago today when an email (Swiki copy here) was sent to comp.lang.smalltalk by Dan Ingalls with the subject “Squeak – A Usable Smalltalk Written in Itself,” marking the first announcement of Squeak to the world. In his email, Dan announced the release of Squeak with the intent to promote collaboration with…
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Upcoming Smalltalks 2024 conference at Universidad Nacional de Mar del Plata
The Universidad Nacional de Mar del Plata will host this year’s Smalltalks 2024 conference from November 13 to 15. A pre-conference Smalltalks track, designed for students and teachers, will take place on November 11 and 12. Registration is open here, and talk proposals can be submitted until September 30 (extended from the original September 13…
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Ray Casting With Squeak
Ray Casting With Squeak On the Squeak developers mailing list, Lauren Pullen shared her experience (found here) using Squeak while working on a rendering engine for a first-person maze game, similar to the technique used to render the original Wolfenstein 3D game. Wolfenstein 3D used a rendering technique known as ray casting. Her project captured…
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