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Games in LISP

Name: Anonymous 2012-08-08 4:22

How do I go about creating a video game in LISP?

Name: fudck you aokyt 2012-08-08 4:57

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.

Name: Anonymous 2012-08-08 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.

Name: Anonymous 2012-08-08 6:05

Start by creating a video game in LISP.

Name: Anonymous 2012-08-08 7:09

Name: Anonymous 2012-08-08 10:13

There was a Warcraft-2 reimplementation in lisp recently, but I can't find the link

Name: Anonymous 2012-08-08 13:34

Read SICP. Then read The Land of Lisp and just use Scheme to do everything in it.

Name: Anonymous 2012-08-08 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.

Name: Anonymous 2012-08-08 14:35

The Land of Lisp

Name: Anonymous 2012-08-08 16:24

>>8
So LISP sucks?

Name: Anonymous 2012-08-08 16:45

>>8,10
Common Lisp never was functional in the first place.

Name: Anonymous 2012-08-08 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.

Name: Anonymous 2012-08-08 19:27

Games = Dicks
Lisp = Shit
Games in Lisp = Dicks in Shit

Name: Anonymous 2012-08-08 19:43

Does an engine alone make a car?
Naughty Dog made GOAL, almost an imperative scheme.

Name: Anonymous 2012-08-08 19:54

>>13

tears

Name: Anonymous 2012-08-08 20:02

>>14 has achieved satori.

Name: Anonymous 2012-08-08 20:34

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):

http://stevelosh.com/blog/2012/07/caves-of-clojure-01/

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.

Name: Anonymous 2012-08-08 23:21

First you must grind for parenthesis, currency of the Sussworld

Name: Anonymous 2012-08-09 0:28

Assembly is the best language for game programming. Your pretty abstract bullshite is like throwing glue on your FPS.

Name: Anonymous 2012-08-09 1:54

>>19
More like lubricant amirite?

Name: Anonymous 2012-08-10 13:51

>>18
Oh god my sides.

Name: Anonymous 2012-08-10 22:00

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.

Name: Anonymous 2012-08-10 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.

Name: Anonymous 2012-08-10 22:58

LISP for anything
Shipping is a feature.

Name: Anonymous 2012-08-11 0:05

Shipping is a feature.
Enjoy your job, jobfag.

Name: Anonymous 2012-08-11 1:36

>>1
Just like you would write a game in any other language. You'll find all the libraries you'll need.

Name: Anonymous 2012-08-11 2:20

>>26
back to /g/

Name: Anonymous 2012-08-11 12:06

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.

Name: Anonymous 2012-08-11 12:08

But they were bought by Sony and switch to C++ to better integrate with their libs.

Don't change these.
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