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by sinker
641 days ago
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Lisp languages seem well-suited for building games. The ability to evaluate code interactively without recompilation is a huge deal for feature building, incremental development, and bug-fixing. Retaining application state between code changes seems like it would be incredibly useful. Common Lisp also appears to be a much faster language than I would have blindly assumed. The main downside for me (in general, not just for game programming) is the clunkiness in using data structures - maps especially. But the tradeoff seems worth it. |
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For the old historic Naughty Dog use case, it was a development system written in Common Lisp on an SGI and a C++ runtime with low-level Scheme code on the Playstation.
> Common Lisp also appears to be a much faster language than I would have blindly assumed.
There are two modes:
1) fast optimized code which allows for some low-level stuff to stay with Common Lisp
2) unoptimized, but natively compiled code, which enables safe (-> the runtime does not crash) interactive and incremental development -> this mode is where much of the software can run nowadays and which is still "fast enough" for many use cases