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Strategy Game Collaboration

Name: =+=*=F=R=O=Z=E=N==V=O=I=D=*=+= !frozEn/KIg 2009-07-19 0:46

Experimental RTS/Space sim Collaborative Coding Project.
The goal is to design a game with structure/settings/balance of Starcraft and scale of Eve Online(i.e. huge space battles, space empires,etc).
Though this wouldn't stop anyone from contributing code/feedback/criticism, i'll be coordinating the project.
All code/ideas should be posted in this and subsequent threads which i'll start as needed.
step #1: We will collaboratively create a name for our project.
Each suggestion must explain why this name fits the project and why its better then any other generic name.

Name: Anonymous 2009-07-21 0:43

>>240
It still doesn't make Lisp any worse than Python in any way, and it's an order of magnitude faster. The general idea about developing Lisp applications is to first develop a working prototype fast, profile the code, then start optimizing the code by using better algorithms, giving type declarations, or even writing code in C or assembler if that is needed, depending on how time cricial the routine is, thus you can get the speed of C when it matters. Is there any point to write the entire game in C, only when maybe some 5-10% of code is time critical? Lisp is also pretty good at code generation, making it good for writing a compiler which generates fast code for the game's scripting language, which will probably be much faster than someone's C written interpreter. Bottlenecks can all be solved through profiling and chosing a proper solution to solve it (optimize Lisp code, write in C, write in asm, make some optimized codegen in lisp which generates fast code for the routine, ...).

If you truly believe that 100% of code must run at maximum speed your CPU has to offer, why don't you just code it all in x86 asm (make sure to do a 64bit version too) with SSE optimizations and all the bells and whistles. It's likely this game won't need nearly the amount of resources that it's assumed to need.

Let's hypothetically assume for a second here that /prog/ actually writes this game, and that there are 2 teams developing the same game, at the same time, both teams of equal skill, one is coding in CL, while other in C++. Who do you think will make the first working prototype?
Please remember that this is not a commercial endeavour, and that the coders are doing it purely for fun, and they both like the languages they are using.

Anyway, this discussion doesn't really have much point, except theorethically, it's not like anything could get started without someone spending some time to code a working skeleton for the game, then attract other /prog/riders to help develop, and whatever language that person would use, is what the project would probably get coded in.

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