[gameprogrammer] Re: Designing a language

  • From: Paulo Pinto <pjmlp@xxxxxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Wed, 21 Oct 2009 23:53:58 +0200

Hi,

although not directly related to your question, this might be of interest to
you.

Abuse is a well known game where Lisp was used:

http://en.wikipedia.org/wiki/Abuse_%28video_game%29
http://abuse.zoy.org/

While googling for Lisp Games, I found the following blog
http://lispgamesdev.blogspot.com/

Crash Bandicot also used Lisp:

http://www.franz.com/success/customer_apps/animation_graphics/naughtydog.lhtml

Cheers,
Paulo

On Wed, Oct 21, 2009 at 10:53 PM, gorm <gorm@xxxxxx> wrote:

> Hi People,
>
> Being a bit of a lurker on this forum, I thought all the chat about
> designing a language in the Daydreaming thread, would be a perfect
> opportunity to talk about a project of mine.
>
> I am big fan of functional languages. In my last game company, 3 Lives
> Left, we used OCaml quite a bit. A problem was that there isn't that
> many game development libraries out for OCaml out there, so we ended up
> writing our own FFI layer for OGRE, SDL, etc. There exists automatic FFI
> generators like SWIG, but it doesn't really pass advanced C++ code very
> well (like that in OGRE) and the interfaces it generates seem quite
> heavy.
>
> The problem with the approach above is that it does not work very well
> across platforms, especially when it comes to more embedded(like)
> platforms such as the iPhone, PSP Go, XBox 360, etc.
>
> Since then, having worked a bit with lisp, I have become a big fan of
> "interactive programming". Nothing beats developing or debugging a
> programming while it is actually running.
>
> So the new idea is to build a small, and very tiny C++ game and
> interpreter engine around a lisp interpreter. I am using the
> boost::spirit libraries for parsing, and it seems to work quite well.
> The basic idea is to have as much engine and game logic written in my
> lisp variant.
>
> Now, my fundamental problem is how to design a good interop (or ffi)
> layer? Ie. how do I design an easily extensible system, where I don't
> have to do a lot of C++ implementation everytime I want to introduce a
> new C++ type that can be reached from lisp? Ie how do I in a good way
> make it possible to create windows, build a physics system, instantiate
> a renderer, detect mouse input, etc in a coherent and clean manner from
> the lisp code?
>
> I have worked with one such system before, where each C++ type
> essentially agregated a scriptable type that acted as a bridge between
> the two domains. Though clever in some ways, the bridge type had to be
> extended with a new method whenever a new method was added to a
> scriptable C++ type, and so forth.
>
> Any good ideas, links, comments, etc?
>
> Cheers,
> Gorm
>
>
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