shut fuck your face opkay yuou're a faggot lisp is sahti if you want to l;paerjmn top prorgam cva viweo you neaed to learn a real language a nd a proper frameroawk but videog egamins shiouldn
't evn be your nuyjmber one prioetityio
if youe;r only geteign intedsted in prgroaming for ideio ganes then you;rea doomled aeto fail.
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Anonymous2012-08-08 5:07
If you have to ask, it will probably be hard for you. It depends a lot on what kind of game you want to make. You need to be a lot more specific to receive proper advice.
Read SICP. Then read The Land of Lisp and just use Scheme to do everything in it.
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Anonymous2012-08-08 14:25
According to the few people I've talked to who actually bothered to make games in lisp, you just use progn and setq everywhere and pretend its an imperative language.
>>8,10
Common Lisp never was functional in the first place.
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Anonymous2012-08-08 18:45
>>11
Common Lisp might as well be BASIC it has so many side effects.
>>10
Lisp is really good at what it's good at, but games are basically a bunch of nested loops with an event framework thrown on top of them, neither of which lisp is super hot at.
If I was going to write a game in lisp I'd probably write a game-object-model in sepples and do rendering and physics at that level with an interface to CRUD entities in and out of it. Then I'd write a sepples event framework to convert low level keystroke/mouse/physics events into higher level lisp function calls (on the level of like jump-pressed, menu-cancelled, entity-entered-trigger-volume, timer-ticked), and throw those back to lisp. That way the only side effects you'd have to worry about on the lisp side would be GOM changes.
If you write it imperatively like most people are saying, you can just write it the same way you would in any language. On the other hand, here's an example of a game written in a functional style (in Clojure):
It's a roguelike so it will probably need some optimizing if you're going to write a realtime game using that method, but it's a good example for the basics.
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Anonymous2012-08-08 23:21
First you must grind for parenthesis, currency of the Sussworld
Fuck if I remember the title but I read about a PS (or was it PS2?) game that used LISP as its scripting language. The game was pretty good but scripting was a nightmare and was scrapped for the game's sequels.
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Anonymous2012-08-10 22:43
>>19
Actually roller coaster tycoon was made entirely in assembly (with the exception of a very small amount of C for some directx shit).
Seems crazy.
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Anonymous2012-08-10 22:58
LISP for anything
Shipping is a feature.
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Anonymous2012-08-11 0:05
Shipping is a feature.
Enjoy your job, jobfag.
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Anonymous2012-08-11 1:36
>>1
Just like you would write a game in any other language. You'll find all the libraries you'll need.
Naughty Dog developed GOOL and GOAL to make their games (crash bandicoot series). GOAL was a Lisp dialect with a native compiler, inline assembly and a minimal GC to run games in constant memory.
They said it was a extremely extensible, with excellent runtime debugging and prototyping capabilities, but build/debug over network and debugging GC were slow as ruby, the bottom up design delayed important artwork tools, and it was difficult to find (and hire) Lisp programmers.