Gerry Quinn said:
The point I was making, however, relates more to the posters on
this games newsgroup who are pushing Lisp as the new wonder-drug
for games programming.
I ask again - if Lisp is so great for writing games, where are the games
written by the Lisp enthusiasts? If chisels are so great for cutting
trees, why are the chisel-using woodcutters shivering in the cold?
People have already patiently provided many technical questions
to your questions. Responding to the closing paragraph of your
latest message, above, I make the following observations.
1. Here you pretend to be restating your most recent question,
but it is subtly different than what you asked before.
You asked, "If Lisp is so great, where are the games?"
My first response was I might deign to answer your questions
if you paid me to do so. This was intended to discourage you,
but also to point out the logical fallacies of your line of
inquiry. (It also was intended to convey a hint that maybe
most Lisp programmers are busy doing something that they
think will make money.) At this point, I'm just responding,
gratis, and finally, on the hopes that you'll get at a
satisfactory answer and quit pestering us.
First, there can be no objective meaning of "good" without a lot
of context. In your most recent restatement of your question, you
clarify that you mean "good for games". However, in an attempt to
define "good for games", detailed technical explanations have been
already provided to answer any concerns you might have in that area.
You have ignored or rejected those responses.
Second, you further assert that a programming language is only good
for games if this is evidenced by there being lots of games written
in it already. I don't see the clear logic in that. It is already
well-known that Lisp has not been the most popular language, and that
there is a tradition of writing games in C. But that history does
not speak to the technical merits or "good" possibilities.
It mainly speaks to the fact that most people are uneducated
in the benefits of Lisp. This has been explained to you several times.
You have ignored or rejected those responses.
2. Your analogy to chisels and woodcutters is an unfounded non-sequitor.
3. This conversation was begun on October 25, by someone writing a list
of percevied defficiencies in the C++ language with respect to
game programming. (He didn't mention Lisp, but he cross-posted to
the lisp and c++ newsgroups. Looked like kind of a troll, to me,)
You entered the fray the next day, with:
What is it about Lisp that makes novices fall in love with it?
They don't actually *produce* anything with it, mind you,
but they insist on telling the world how superior it is to
every other language.
People answered both of those for you honestly, but you didn't really
want to hear the answers. There have been about 700 messages, and I bet
that all the relevent technical information has already been exchanged
between whatever people might have been interested in the various camps.
Almost all of the recent messages in the thread from "your side" have
been from you alone, and they are not really technical.
So there is no point continuing.
Your objection to using Lisp boils down to the fact that you are
already committed to using C++, because you have made an investment
in the existing tools that you like, and it's too expensive to consider
using something else (especially if you have to develop it yourself).
Since that's your criteria, you have a forgone conclusion,
As far as I know, there are not a lot of tools and library support
specifically for writing games in Lisp. What you fail to appreciate
is the contention on the part of most Lisp programmers that because Lisp
is such a superior language, appropriate tool chains are easy to create,
relative to languages like C++. So if people were interested in using
Lisp for games, they would do that. (This "roll your own" outlook,
which has its dual aspects, is based on different set of assumptions
than most software engineers have.) It's what the Naughty Dog story is
about. However, since neither they (nor anyone else) has not given away
to you that proprietary technology, which is the basis of their competitive
advantage, you reject that.
Indeed, it is _not_ useful technology to you, since you don't have it!
My 'crapola screensaver' went some considerable way
towards buying me a house.
You like to cite your screensaver (with your tool chain), while the Lisp
people like to cite Naughty Dog (with their tool chain). You give as
your ultimate evaluation criteria the fact that you have helped pay for
your house with your screensaver. Therefore, the proper form of analysis
would be to ask whether you made more money with your screensaver than
Naughty Dog did with their line of games and the approach they took.
But that's for you to ponder, because the folks on comp.lang.lisp
are already convinced of the answer to that comparison,
and they believe they know how it generalizes.
Please rest easy now, and have fun writing your games in the sure
knowledge that for you, C++ does not suck for games, and Lisp sucks.
You began by asserting right up front that "Lisp programmers don't
actually *produce* anything". Given that C++ is much more popular
than Lisp, it requires no advocacy effort from you. And if some
people be misled into thinking that Lisp could be better for games,
why should that bother you? Perhaps you ought to examine your feelings
and see if you can figure out why you are so upset with Lisp programmers.
But please go do it by yourself.