Is it doable? What do I use? Are there some books? Should I use a real programming language instead?
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Anonymous2007-10-31 18:39
Forget it, it's NP-complete.
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Anonymous2007-10-31 18:51
Crash Bandicoot was made with Lisp.
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Anonymous2007-10-31 19:07
>>1
You use SDL like in every other faggot language.
It's easy.
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Anonymous2007-10-31 20:11
Pretty much every text game was either written in LISP, or implemented LISP to be played. There's even a website to make a text game in LISP, but you can look that up yourself.
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Anonymous2007-10-31 20:37
>>4
Any SDL bindings that actually work with common lisp?
>>24
There's a CL-Ncurses somewhere, but it's buggy (don't ask me how that happened). Mine aren't complete (only got the basics necessary for drawing to the screen and reading one character at a time), so they're super short. I just went through the trivial exercise of typing function definitions. Color support will probably happen at some point.
ncurses.asd: (require 'asdf) ; This line probably only works in sbcl.
And here are some wrappers that remove the need for typing ncurses: before every function as well as letting you use type 'char rather than character codes. These should probably be in a package ncurses-user:, but they aren't.
(defvar *window*)
I recall Tim Sweeney saying something about using Haskell being good. The link was on gamedev.net (I think over a year ago now) no idea if it was archived though.
I happen to be more on the side of "no fucking way." I've not used functional languages (I've been having too much fun with embedded development) but I could imagine them being useful for rendering pipelines and physics.
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Anonymous2007-11-03 0:01
>>31
I don't see why a language like Haskell wouldn't (in theory) be useful for game development. They're pretty good, although as bad as Java when it comes to being obsessive about a paradigm. Of course, in the real world a language with the "I can tell you the results but not the run time" philosophy isn't going to work out for anything but the simplest games.
Starting with the simple server in the Worms game developed in Ikarus Scheme [16], the author implemented an SDL interface and server which currently works across Chez, Gambit, Ikarus, Larceny, PLT, and Ypsilon Schemes. The use of a server process does allow for rapid porting. While simple, the C server code required considerable debugging time and the author was forced to relearn why he had forgotten the C language. (Emphasis added.)