Peter said:
I also said "game studios" and "tool chains"
Those were never programmed in COBOL, and studios with products that
cost as much as they currently do and employ as large teams as they
currently do have NEVER existed before in the history of computing, so
your analogy is not at all to the point. Your analogy works for
business computing, and in that context I'd agree, That wasn't what I
was talking about however.
......
And the edge Lisp has over C++ is close to an order
Don't berate me, I like LISP.
"Berate: To rebuke or scold angrily and at length."
Hunh? Anyway, I hear you saying that it takes larger teams than we have
ever seen before to produce software costing more than we have ever seen
before in C++.
We almost agree.
C++ is so counter-productive (even C++ gurus Eckel
and Martin agree dynamic languages make development much faster) that
they indeed make an existing tool chain and huge programming team
necessary to produce a new game. Lisp will liberate the studios from
their enslavement to that investment.
Language chauvinism? Everyone throws around Naughty Dog as an example of
Lisp and games, but one implication has been missed: serious game
developers did not just use Lisp, they undertook the cost of developing
a (subset) Lisp compiler (console assembler) so they could program
consoles in Lisp. Maybe they knew what they were doing:
http://www.franz.com/success/customer_apps/animation_graphics/naughtydog.lhtml
"Naughty Dog has been making computer and video games for over 15 years.
Company founders Andy Gavin and Jason Rubin started writing video games
as teenagers, and produced several titles for Electronic Arts while
still in College.
"Gavin learned Lisp in 1992 while working on his Ph.D. in Computer
Science at MIT. While there, he and Rubin developed a fighting game
entitled "Way of the Warrior." The high-quality graphics, sound and
artificial intelligence of the game attracted several publishing offers
– including one from Universal Interactive Studios (with whom they
signed a three-project deal in 1994)."
So they know their way around games. And were already writing games
before they knew Lisp. And they liked Lisp so much that they undertook
the cost of writing a Lisp compiler. How come?
"Naughty Dog co-founder Andy Gavin, says the unique capabilities of Lisp
enabled fast development and execution of character and object control –
something that was needed to fully realize the numerous 3D creatures and
devices which interact with the player in real-time (60 frames per second).
"Lisp was just the best solution for this job," comments Gavin. "With
leading edge game systems like ours, you have to deal with complicated
behaviors and real-time action. Languages like C are very poor with
temporal constructs. C is just very awkward for a project like this.
Lisp, on the other hand, is ideal.
"As Gavin explains, "With Lisp, one can rapidly develop meta constructs
for behaviors and combine them in new ways. In addition, Lisp allows the
redefinition of the language to easily add new constructs; particularly
those needed to deal with time-based behaviors and layering of actions.
Contrary to popular belief, there is nothing inherently slow about Lisp.
It is easy to construct a simple dialect which is just as efficient as
C, but retains the dynamic and consistent qualities that make Lisp a
much more effective expression of one’s programming intentions."
I prefer CLISP thanks
)
Killer FFI, I see. great for talking to an existing C tool chain.
kenny