[HN Gopher] Emacs minor mode for d20 tabletop roleplaying games
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       Emacs minor mode for d20 tabletop roleplaying games
        
       Author : pabs3
       Score  : 34 points
       Date   : 2021-02-09 05:36 UTC (2 days ago)
        
 (HTM) web link (spwhitton.name)
 (TXT) w3m dump (spwhitton.name)
        
       | mouldysammich wrote:
       | I use emacs for keeping track of my character sheet/notes for a
       | dnd session. its pretty good, i just want an org exporter of
       | 5e.tools or 5ewiki or something to have all my spells.
        
       | hprotagonist wrote:
       | and if you want to go totally bonkers,
       | https://github.com/dungeon-mode/game (talks archived from
       | emacsconf2020 here:
       | https://mirror.csclub.uwaterloo.ca/emacsconf/2020/)
        
       | tadfisher wrote:
       | Emacs is so fantastic, I just want it to have a UI that can
       | compete with VS Code and IntelliJ.
       | 
       | I also understand that its UI limitations are also part of its
       | strength, as being fundamentally text-based results in a
       | consistent UX no matter what esoteric modes you activate.
       | 
       | I wonder if there's a middle ground; say, by allowing for frames
       | & windows to have "chrome" that can take up some space on their
       | edges and allow drawing widgets via GTK or Cairo and plumbing
       | input events back into Lisp. Then we can have stuff like
       | sidebars, status areas, code lenses, etc. that behave like modern
       | editors, and people that don't like it can just leave the
       | "chrome" option disabled.
        
         | heisig wrote:
         | > I wonder if there's a middle ground;
         | 
         | I hope that McCLIM (https://common-lisp.net/project/mcclim/)
         | can some day fill that role, or a project that is similar to
         | McCLIM.
         | 
         | I cannot imagine a better way of interacting with a computer
         | than to have objects that can be manipulated both interactively
         | and with Lisp code. Emacs is already close to that ideal, but I
         | think we could do even better.
        
           | nonbirithm wrote:
           | I wondered what would happen if you applied this philosophy
           | to a game engine. Imagine Unity, but with the ability to open
           | a REPL in-game and run _all_ of your code interactively.
           | 
           | I managed to accomplish this somewhat with Lua. Designing the
           | engine so that all the cool things like creating and
           | equipping items, generating maps, etc. are in public APIs you
           | can use interactively has given me a lot of power. I'm not
           | sure if the benefits offset the maintainability tradeoff, but
           | I'm somehow continually excited to sit down and mess around
           | with it. Taken as a single-user experience, being the only
           | person to understand the system and write more code, it is
           | almost a dream come true.
        
         | thaumasiotes wrote:
         | > Then we can have stuff like sidebars, status areas, code
         | lenses, etc. that behave like modern editors
         | 
         | What's stopping you from doing that in emacs now? That sounds
         | like a bunch of stuff we can already have?
        
       | Klwohu wrote:
       | Org mode is such an incredible part of emacs. It's amazing to see
       | what people are building with it.
        
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       (page generated 2021-02-11 23:01 UTC)