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Gamedev in Lisp. Part 2: Dungeons and Interfaces

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Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#11
post #9

Earlier quoted context omitted.

I used to scoff at it at first, but after a few years of CL programming loop is one of my favourite CL constructs :)

I'm with you there. Is a bit of a mind bend, as I really disliked it the first few times I saw it. For an even sillier mind bend, I'm using tagbody to be able to directly transcribe some of Knuth's algorithms as I am learning them.

Cool! Using tagbody feels like writing supercharged C or even assembler to me (not that I've used it much, but still).

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#14
post #9

Earlier quoted context omitted.

I'm with you there. Is a bit of a mind bend, as I really disliked it the first few times I saw it. For an even sillier mind bend, I'm using tagbody to be able to directly transcribe some of Knuth's algorithms as I am learning them.

I don't understand why turning a simple loop into a 'mindbend' is considered good. The downfall of programming is complexity, if you're getting your mind blown by a loop how are you going to do the rest of the program?

Something can be mindbending in its implementation, but offer a very convenient interface at the same time.

If mindbending isn't relating to its usage, but to its implementation, then I could see, how it could still be a good thing.

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#15
post #9

Earlier quoted context omitted.

I'm with you there. Is a bit of a mind bend, as I really disliked it the first few times I saw it. For an even sillier mind bend, I'm using tagbody to be able to directly transcribe some of Knuth's algorithms as I am learning them.

I don't understand why turning a simple loop into a 'mindbend' is considered good. The downfall of programming is complexity, if you're getting your mind blown by a loop how are you going to do the rest of the program?

The mindbend was more of my approach to the construct. It began with disdain before even really using it much. Looking back, I really couldn't articulate what I disliked about it.

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#17

I didn't know that bit of history about A* and Lisp! All roads lead to Lisp, it seems. As mentioned at the end of the article, the next Lisp Game Jam starts next week on the 25th. Join in here: https://itch.io/jam/autumn-lisp-game-jam-2024

I also learned it by chance while preparing the article :)

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#18

Earlier quoted context omitted.

I don't understand why turning a simple loop into a 'mindbend' is considered good. The downfall of programming is complexity, if you're getting your mind blown by a loop how are you going to do the rest of the program?

Something can be mindbending in its implementation, but offer a very convenient interface at the same time. If mindbending isn't relating to its usage, but to its implementation, then I could see, how it could still be a good thing.

mindbending can also refer to something being deceptively simple. you might think it would be a big complicated mess, but using this one weird trick makes it really obvious what's going on.

Re: Gamedev in Lisp. Part 2: Dungeons and Interfaces

#20
Wow! Your package.sh and in general managing builds for three operating systems is a master class in itself - reading through the GitHub repo was a good learning experience.

I usually build command line Common Lisp apps in SBCL or LispWorks, but I might do the next one in ECL because having builds for both macOS and Linux would be cool, and it would be fun to try something new.

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