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<li class="header">LEARN LISP THE HARD WAY</li>
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Second Draft (in-progress)
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CHANGELOG
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TODO
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<li class="header">PREFACE</li>
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TANSTAAFL
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The Hard Way is Easier
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Who Is This Book For?
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Lisp: A Future History
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Acknowledgements
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<li class="header">PART ONE</li>
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Grokking Lisp
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Common Lisp Bootcamp
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Syntax Overview in 5 Minutes
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<li class="chapter " data-level="3.1.1.2" data-path="1-01-02-repl.html">
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The REPL
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Expressions, Parentheses, and Return Values
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Lists, Cons-Cells, and Memory
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Symbols and Namespaces
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Prefix Notation
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Common Lisp Style Guide
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Configuring Your Development Environment
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Printing, Streams, and Strings
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Strings
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More Strings
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Unicode and Strings
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Characters
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More Characters
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Character Codes
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<li class="chapter " data-level="3.1.2.7" data-path="1-02-07-strings-from-chars.html">
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Strings from Chars
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<li class="chapter " data-level="3.1.2.8" data-path="1-02-08-printing.html">
<a href="1-02-08-printing.html">
Printing
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<li class="chapter " data-level="3.1.2.9" data-path="1-02-09-more-printing.html">
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More Printing
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<li class="chapter " data-level="3.1.2.10" data-path="1-02-10-prin1.html">
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Printing With prin1
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<li class="chapter " data-level="3.1.2.11" data-path="1-02-11-princ.html">
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Printing With princ
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<li class="chapter " data-level="3.1.2.12" data-path="1-02-12-format.html">
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A Brief Introduction to Format
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<li class="chapter " data-level="3.1.2.13" data-path="1-02-13-more-format.html">
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A Little Bit More on Format
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<li class="chapter " data-level="3.1.2.14" data-path="1-02-14-pathnames.html">
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Pathnames
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<li class="chapter " data-level="3.1.2.15" data-path="1-02-15-streams.html">
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Streams
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<li class="chapter " data-level="3.1.2.16" data-path="1-02-16-file-streams.html">
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File Streams
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<li class="chapter " data-level="3.1.2.17" data-path="1-02-17-binary-streams.html">
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Binary Streams
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<li class="chapter " data-level="3.1.2.18" data-path="1-02-18-prompting-users.html">
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Prompting Users
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<li class="chapter " data-level="3.1.2.19" data-path="1-02-19-pretty-printing.html">
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Pretty-Printing
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<li class="chapter " data-level="3.1.3" data-path="1-03-0-getting-input-from-users.html">
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Extra Credit: Getting Input from Users
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<li class="chapter " data-level="3.1.4" data-path="1-04-0-lists.html">
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Lists and List-Operations
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Extra Credit: Look-up Lists and Trees
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<li class="chapter " data-level="3.1.6" data-path="1-06-0-math.html">
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Numbers and Math
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Integers
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<li class="chapter " data-level="3.1.6.2" data-path="1-06-02-more-integers.html">
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More Integers
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<li class="chapter " data-level="3.1.6.3" data-path="1-06-03-hexadecimal-notation.html">
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Hexadecimal Integer Notation
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<li class="chapter " data-level="3.1.6.4" data-path="1-06-04-octal-notation.html">
<a href="1-06-04-octal-notation.html">
Octal Integer Notation
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<li class="chapter " data-level="3.1.6.5" data-path="1-06-05-binary-notation.html">
<a href="1-06-05-binary-notation.html">
Binary Integer Notation
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<li class="chapter " data-level="3.1.6.6" data-path="1-06-06-ratios.html">
<a href="1-06-06-ratios.html">
Ratios and Rational Numbers
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</li>
<li class="chapter " data-level="3.1.6.7" data-path="1-06-07-floating-point.html">
<a href="1-06-07-floating-point.html">
Floating-point Numbers
</a>
</li>
<li class="chapter " data-level="3.1.6.8" data-path="1-06-08-constants.html">
<a href="1-06-08-constants.html">
Numeric Constants
</a>
</li>
<li class="chapter " data-level="3.1.6.9" data-path="1-06-09-complex-numbers.html">
<a href="1-06-09-complex-numbers.html">
Complex Numbers
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<li class="chapter " data-level="3.1.6.10" data-path="1-06-10-arithmetic.html">
<a href="1-06-10-arithmetic.html">
Arithmetic
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<li class="chapter " data-level="3.1.6.11" data-path="1-06-11-more-arithmetic.html">
<a href="1-06-11-more-arithmetic.html">
More Arithmetic
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<li class="chapter " data-level="3.1.6.12" data-path="1-06-12-even-more-arithmetic.html">
<a href="1-06-12-even-more-arithmetic.html">
Even More Arithmetic
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<li class="chapter " data-level="3.1.6.13" data-path="1-06-13-exponents.html">
<a href="1-06-13-exponents.html">
Exponents
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<li class="chapter " data-level="3.1.6.14" data-path="1-06-14-logarithms.html">
<a href="1-06-14-logarithms.html">
Logarithms
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</li>
<li class="chapter " data-level="3.1.6.15" data-path="1-06-15-trigonometry.html">
<a href="1-06-15-trigonometry.html">
Trigonometry
</a>
</li>
<li class="chapter " data-level="3.1.6.16" data-path="1-06-16-psuedorandom-numbers.html">
<a href="1-06-16-psuedorandom-numbers.html">
Pseudo-Random Numbers
</a>
</li>
</ul>
</li>
<li class="chapter " data-level="3.1.7" data-path="1-07-0-arrays.html">
<a href="1-07-0-arrays.html">
Extra Credit: Arrays and Vectors
</a>
</li>
<li class="chapter " data-level="3.1.8" data-path="1-08-0-variables.html">
<a href="1-08-0-variables.html">
Variables, Parameters, and Constants
</a>
</li>
<li class="chapter " data-level="3.1.9" data-path="1-09-0-closures.html">
<a href="1-09-0-closures.html">
Extra Credit: Closures
</a>
</li>
<li class="chapter " data-level="3.1.10" data-path="1-10-0-functions.html">
<a href="1-10-0-functions.html">
Functions and Macros
</a>
</li>
<li class="chapter " data-level="3.1.11" data-path="1-11-0-text-adventure.html">
<a href="1-11-0-text-adventure.html">
Extra Credit: A Simple Text Adventure
</a>
</li>
<li class="chapter " data-level="3.1.12" data-path="1-12-0-namespaces.html">
<a href="1-12-0-namespaces.html">
Namespaces, Symbols, Packages, and Systems
</a>
</li>
<li class="chapter " data-level="3.1.13" data-path="1-13-0-simple-web-app.html">
<a href="1-13-0-simple-web-app.html">
Extra Credit: A Simple Web Application
</a>
</li>
<li class="chapter " data-level="3.1.14" data-path="1-14-0-conditionals.html">
<a href="1-14-0-conditionals.html">
Conditionals
</a>
</li>
<li class="chapter " data-level="3.1.15" data-path="1-15-0-command-line-utility.html">
<a href="1-15-0-command-line-utility.html">
Extra Credit: Command-Line Utilities
</a>
</li>
<li class="chapter " data-level="3.1.16" data-path="1-16-0-map-loop.html">
<a href="1-16-0-map-loop.html">
Mapping and Looping
</a>
</li>
<li class="chapter " data-level="3.1.17" data-path="1-17-0-iterate.html">
<a href="1-17-0-iterate.html">
Extra Credit: Revisiting Loops with Iterate
</a>
</li>
<li class="chapter " data-level="3.1.18" data-path="1-18-0-format.html">
<a href="1-18-0-format.html">
Format Strings
</a>
</li>
<li class="chapter " data-level="3.1.19" data-path="1-19-0-dsl.html">
<a href="1-19-0-dsl.html">
Extra Credit: Domain Specific Languages
</a>
</li>
<li class="chapter " data-level="3.1.20" data-path="1-20-0-review.html">
<a href="1-20-0-review.html">
Part One in Review
</a>
</li>
</ul>
</li>
<li class="header">PART TWO</li>
<li class="chapter " data-level="4.1" data-path="2-0-0-overview.html">
<a href="2-0-0-overview.html">
The Suffusion of Blue
</a>
<ul class="articles">
<li class="chapter " data-level="4.1.1" data-path="2-01-0-programming-paradigms.html">
<a href="2-01-0-programming-paradigms.html">
Programming Paradigms
</a>
</li>
<li class="chapter " data-level="4.1.2" data-path="2-02-0-regex.html">
<a href="2-02-0-regex.html">
Extra Credit: Regular Expressions
</a>
</li>
<li class="chapter " data-level="4.1.3" data-path="2-03-0-objects-control.html">
<a href="2-03-0-objects-control.html">
Objects and Control Structures
</a>
</li>
<li class="chapter " data-level="4.1.4" data-path="2-04-0-data-persistence.html">
<a href="2-04-0-data-persistence.html">
Extra Credit: Persistence and Databases
</a>
</li>
<li class="chapter " data-level="4.1.5" data-path="2-05-0-extended-types.html">
<a href="2-05-0-extended-types.html">
Extended Types
</a>
</li>
<li class="chapter " data-level="4.1.6" data-path="2-06-0-threads-memos-parallel.html">
<a href="2-06-0-threads-memos-parallel.html">
Extra Credit: Concurrency and Memoization
</a>
</li>
<li class="chapter " data-level="4.1.7" data-path="2-07-0-logic-and-more-math.html">
<a href="2-07-0-logic-and-more-math.html">
Logic and Advanced Math
</a>
</li>
<li class="chapter " data-level="4.1.8" data-path="2-08-0-number-theory.html">
<a href="2-08-0-number-theory.html">
Extra Credit: Number Theory
</a>
</li>
<li class="chapter " data-level="4.1.9" data-path="2-09-0-binary-octets-bits.html">
<a href="2-09-0-binary-octets-bits.html">
Binary Streams, Octet-Vectors, and Bit-Vectors
</a>
</li>
<li class="chapter " data-level="4.1.10" data-path="2-10-0-improved-text-adventure-engine.html">
<a href="2-10-0-improved-text-adventure-engine.html">
Extra Credit: An Improved Text Adventure Engine
</a>
</li>
<li class="chapter " data-level="4.1.11" data-path="2-11-0-conditions.html">
<a href="2-11-0-conditions.html">
Conditions and Error Handling
</a>
</li>
<li class="chapter " data-level="4.1.12" data-path="2-12-0-2d-game.html">
<a href="2-12-0-2d-game.html">
Extra Credit: Write a 2D Game
</a>
</li>
<li class="chapter " data-level="4.1.13" data-path="2-13-0-compiler.html">
<a href="2-13-0-compiler.html">
The Compiler
</a>
</li>
<li class="chapter " data-level="4.1.14" data-path="2-14-0-tree-shaker.html">
<a href="2-14-0-tree-shaker.html">
Extra Credit: Write a Tree-Shaker
</a>
</li>
<li class="chapter " data-level="4.1.15" data-path="2-15-0-docs-and-inspection.html">
<a href="2-15-0-docs-and-inspection.html">
Documentation and Inspection
</a>
</li>
<li class="chapter " data-level="4.1.16" data-path="2-16-0-foreign-libs.html">
<a href="2-16-0-foreign-libs.html">
Extra Credit: Foreign Libraries in Lisp
</a>
</li>
<li class="chapter " data-level="4.1.17" data-path="2-17-0-debugging-testing.html">
<a href="2-17-0-debugging-testing.html">
Debugging and Unit Testing
</a>
</li>
<li class="chapter " data-level="4.1.18" data-path="2-18-0-ffi.html">
<a href="2-18-0-ffi.html">
Extra Credit: Write a Foreign Function Interface
</a>
</li>
<li class="chapter " data-level="4.1.19" data-path="2-19-0-essential-libs.html">
<a href="2-19-0-essential-libs.html">
Essential Lisp Libraries
</a>
</li>
<li class="chapter " data-level="4.1.20" data-path="2-20-0-packaging-libs.html">
<a href="2-20-0-packaging-libs.html">
Extra Credit: Packaging Lisp Libraries
</a>
</li>
<li class="chapter " data-level="4.1.21" data-path="2-21-0-review.html">
<a href="2-21-0-review.html">
Detailed Syntax Review
</a>
</li>
</ul>
</li>
<li class="header">PART THREE</li>
<li class="chapter " data-level="5.1" data-path="3-00-00-overview.html">
<a href="3-00-00-overview.html">
Lisp So(u)rcery
</a>
<ul class="articles">
<li class="chapter " data-level="5.1.1" data-path="3-01-00-web-apps.html">
<a href="3-01-00-web-apps.html">
Real-world Web Apps
</a>
</li>
<li class="chapter " data-level="5.1.2" data-path="3-02-00-typesetting.html">
<a href="3-02-00-typesetting.html">
Typesetting
</a>
</li>
<li class="chapter " data-level="5.1.3" data-path="3-03-00-mobile.html">
<a href="3-03-00-mobile.html">
Native Mobile Applications
</a>
</li>
<li class="chapter " data-level="5.1.4" data-path="3-04-00-gui.html">
<a href="3-04-00-gui.html">
Cross-platform Desktop Applications
</a>
</li>
<li class="chapter " data-level="5.1.5" data-path="3-05-00-system-utils.html">
<a href="3-05-00-system-utils.html">
Drivers, Daemons, and System-Utilities
</a>
</li>
<li class="chapter " data-level="5.1.6" data-path="3-06-00-reverse-engineering.html">
<a href="3-06-00-reverse-engineering.html">
Reverse Engineering
</a>
</li>
<li class="chapter " data-level="5.1.7" data-path="3-07-00-graphics.html">
<a href="3-07-00-graphics.html">
Graphics Rendering
</a>
</li>
<li class="chapter active" data-level="5.1.8" data-path="3-08-00-gaming.html">
<a href="3-08-00-gaming.html">
OpenGL, SDL, and 3D Game Development
</a>
</li>
<li class="chapter " data-level="5.1.9" data-path="3-09-00-audio.html">
<a href="3-09-00-audio.html">
Audio Generation and Manipulation
</a>
</li>
<li class="chapter " data-level="5.1.10" data-path="3-10-00-data.html">
<a href="3-10-00-data.html">
Data Aggregation and Analysis
</a>
</li>
<li class="chapter " data-level="5.1.11" data-path="3-11-00-cryptosec.html">
<a href="3-11-00-cryptosec.html">
Cryptography and Security
</a>
</li>
<li class="chapter " data-level="5.1.12" data-path="3-12-00-fintech.html">
<a href="3-12-00-fintech.html">
Financial Software and Crypto-Currencies
</a>
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<h1 id="chapter-38">Chapter 3.8</h1>
<h2 id="opengl-sdl-and-3d-game-development">OpenGL, SDL, and 3D Game Development</h2>
<blockquote>
<p>&quot;For modern man one of the most troubling aspects of eternity lies in getting used to the slippery quality of time.&quot;</p>
<footer>Robert A. Heinlein, <em>Job: A Comedy of Justice</em></footer>
</blockquote>
<p><strong>Revision Note:</strong> <em>Chapter 2.18 already includes an FFI library for the Oculus Rift, so this chapter can focus on integration into a Lisp game engine.</em></p>
<p>Game development is a highly competitive industry; there are a lot of development platforms and technology-stacks available for the would-be game developer, and all of them have their own particular strengths and advantages. If you want an out of the box solution, and are working with 3D artists to create your assets, you will get everything you need with popular frameworks such as the Unreal Engine, or Unity3D; but creating a commercial platformer is not the only reason developers get into game development. Sometimes, you just want to create something for yourself and your friends---and you want the satisfaction of knowing you did it your own way.</p>
<p>Game development in Lisp has many options, and offers the unique strength that you can program everything---even the graphics and audio. You don&apos;t need to work with a team of asset creators and audio engineers, you can do everything yourself with pure Lisp code. Naturally, game development on any platform is still a lot of work---but building a 3D platformer in 100% Lisp source code requires no more effort than a game built in Unity3D, and as a programmer, you may find the pure source code approach more intuitive. That being said, Lisp doesn&apos;t stop you from working with a 3D artist to create your assets; you can adopt the approach that works best for you.</p>
<p>To create the immersive worlds of today&apos;s platformer games, you will have to start thinking in terms of spatial geometry and perspective. The goal is not to programmatically recreate the material world from the atomic level up---the goal is to create the <em>effect</em> of the material world with adequate simulations, using physics and animation to create your scenes. Game development is very math-heavy, but if you paid close attention in the preceding material from Part Two of this book, you&apos;ll have all the tools you need.</p>
<p>In this chapter, we will be modelling a basic 3+1n Spacetime, to get you thinking in terms of the environments you will be building for your games, and transforming objects within them over time; reviewing the available libraries in Quicklisp for 3D game development; and creating a couple simple games---first, programmatically with procedurally generated environments and assets, and second, using assets created with the open-source 3D artwork platform, Blender. As an extra credit exercise, we will also be writing a bridge to the Oculus Rift VR headset, so that you can create fully immersive virtual reality games.</p>
<h3 id="exercise-381">Exercise 3.8.1</h3>
<p><strong>Blackthorn 3D: OpenGL, SDL and Lisp</strong></p>
<pre><code class="lang-lisp">
</code></pre>
<h3 id="exercise-382">Exercise 3.8.2</h3>
<p><strong>More Blackthorn 3D</strong></p>
<pre><code class="lang-lisp">
</code></pre>
<h3 id="exercise-383">Exercise 3.8.3</h3>
<p><strong>Even More Blackthorn 3D</strong></p>
<pre><code class="lang-lisp">
</code></pre>
<h3 id="exercise-384">Exercise 3.8.4</h3>
<p><strong>Physics Modelling in Lisp</strong></p>
<pre><code class="lang-lisp">
</code></pre>
<h3 id="exercise-385">Exercise 3.8.5</h3>
<p><strong>Importing 3D Assets</strong></p>
<pre><code class="lang-lisp">
</code></pre>
<h3 id="exercise-386">Exercise 3.8.6</h3>
<p><strong>Procedurally Generated 3D Environments</strong></p>
<pre><code class="lang-lisp">
</code></pre>
<h3 id="exercise-387">Exercise 3.8.7</h3>
<p><strong>More Procedural Generation</strong></p>
<pre><code class="lang-lisp">
</code></pre>
<h3 id="exercise-388">Exercise 3.8.8</h3>
<p><strong>Integrating Oculus Rift</strong></p>
<pre><code class="lang-lisp">
</code></pre>
<h3 id="project-389">Project 3.8.9</h3>
<p><strong>Build a 3D Platform Game</strong></p>
<pre><code class="lang-lisp">
</code></pre>
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