nokturnal said:
secondly - Quake 2 source code downloadable from ftp.idsoftware.com
check it out
if memory serves me correct c++ was the language of choice - if not it
is definately C.
why didn't you load the source? I don't know how it looks like for the
current version, because it needs a Quake2 installation, but in the "old"
directory on the server is a file q2source_12_11.zip, with about 1 mb C
sources and headers and about 500 kb scripts. And the C source has many
inline defined lists, for example the AI code. Looks a bit like if I would
write it in Lisp
So since you decided to agree with captain anal about our herd of
neglegent c++ programmers
please enlighten me as to what lisp has to offer that other languages
don't!
one of the main advantages of Lisp, at least for me, is the interactive
environment. Other languages has it, too, like Smalltalk or BeanShell for
Java, but I don't know a C++ implementation, which provides something
similar.
Another nice feature are Lisp macros. A Lisp macro is Lisp code, executed
at compile time to produce Lisp code, for example you can enhance the
language by a "foreach" statement with a macro. This is not possible with C
and complicated with C++.
A buggy example of a Lisp game I'm writing:
http://www.frank-buss.de/lisp/aqueduct.html
This proves at least that it is possible to write games in Lisp. And you
can access the OS from Lisp, like I've done in CL-Canvas, which I've used
in my texture generator:
http://www.frank-buss.de/lisp/texture.html
The version on the website took some minutes to calculate the last texture,
but an optimized version, in Lisp of course, creates and shows the last
texture in 0.4 seconds. So together with ephemeral GCs, like enabled by
default in LispWorks, it should be possible to create modern games with
smooth and flicker free animations in Lisp.