Re: question: Embedded scripting language on console

BG <[email protected]> Mon, 17 Feb 2003 20:16:35 -0800
Newsgroups gmane.games.devel.consoles
Message-ID <[email protected]>
On Monday, February 17, 2003, at 07:17  PM, J. Grant wrote:
> Mario 64 (all those years ago!) also used lisp for in game code if I  
> remember correctly.
>
> Cheers
>
> JG

Actually it's N-World that was written in Lisp (Allegro CL), which in  
turn was used in the development of Mario64 (along with FFVII, and Gran  
Turismo)...

On Monday, February 17, 2003, at 06:45  PM,  
[email protected] wrote:
> In summary, because Lisp rules! ;)

Agreed.  However...

> The drawback is, I'd think, that the number of programmers proficient
> in Lisp is somewhat smaller than the number of C-savvy programmers.

That's a wee bit of an understatement don'tcha think?  Especially since  
whenever I've brought it up with other programmers who quickly respond  
with a resounding "blech" followed by horror accounts of their first  
years in CS...  Finding the exceptions when it comes to Lisp are indeed  
difficult...

> Well, in Naughty Dog's case, the whole game is written in their Lisp
> version, so they are indeed "scripting" in the same language the engine
> is written in.

Yeah, they constructed GOAL using Allegro CL also...

On Monday, February 17, 2003, at 05:42  PM,  
[email protected] wrote:
> PS I do wonder why Lisp seems to be such a popular language to base  
> custom
> solutions on though (both Halo and Jak & Daxter). Most programmers I  
> know
> get headaches from Lisp syntax that I thought would fry the average
> designer. Is there something I'm missing?

Aside from my response, I think Christer said it best: Lisp rules!  
(sans winkie)

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