Doom was built with a system written in Objective-C. Clairvoyant, those 90s game developers were.
Can you describe it? I thought the code was all C? Or were the tools written in Objective-C? Either way, that's very interesting (big Objective-C fan, here).
Super Mario 64 was built with a system written in Lisp
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Re: Super Mario 64 was built with a system written in Lisp
#32Re: Super Mario 64 was built with a system written in Lisp
#33Franz Allegro CL is a further development of Maclisp, developed during Project MAC at MIT. ZetaLisp was also a direct development of Maclisp. I'm guessing this shared ancestry helped in the software porting and made Franz the natural choice for the N-Graphics. But the press release just blows a lot of smoke about the speed and scalability of Franz.
Re: Super Mario 64 was built with a system written in Lisp
#34In 1983, Rescue on Fractalus and Ballblazer, the first releases from Lucasfilm Games, were built with a system written in Lisp. It was a 6502 assembler with Lisp syntax and a Lisp-style macro facility, written in Portable Standard Lisp, running in Berkeley Unix on a 4MB VAX 11/750. Unfortunately it was eventually abandoned because the developer had left and it was a bit of a strain on the VAX that was shared by the w…
Fond memories of Ballblazer. An amazing creation for a ~2 MHz 8 bit cpu.
I ran it on an Apple II. It had a 1 MHz 6502. And yet, it felt more responsive than my first IBM PC... Odd times.
Re: Super Mario 64 was built with a system written in Lisp
#35In 1983, Rescue on Fractalus and Ballblazer, the first releases from Lucasfilm Games, were built with a system written in Lisp. It was a 6502 assembler with Lisp syntax and a Lisp-style macro facility, written in Portable Standard Lisp, running in Berkeley Unix on a 4MB VAX 11/750. Unfortunately it was eventually abandoned because the developer had left and it was a bit of a strain on the VAX that was shared by the w…
And I had to use Merlin... Sadly, I couldn't afford a VAX :-(
Re: Super Mario 64 was built with a system written in Lisp
#36Thanks for sharing this link. I'm giving a talk on Lisp and computer games at my university in less that two weeks from today. It's great to have more examples to share. BTW. Abuse is a half-C, half-Lisp game.
Good timing. You can also use the results of the Lisp Game Jam that starts today. http://lispgames.org/
Oh please, use something like blip.tv, as it handles podcasts properly. This way I can watch it on my TV and hack from the couch. I need to get away from my desk to get the creative juices flowing.
Re: Super Mario 64 was built with a system written in Lisp
#37It's a little disingenuous for Franz to claim any credit for Nichimen. Nichimen N-Graphics was the spinoff of the Symbolics S-Graphics system, written in ZetaLisp. Symbolics ceased new development and there were customers for the graphics system, so it needed to be ported to a Lisp environment that would run on available hardware. Franz Allegro CL is a further development of Maclisp, developed during Project MAC at M…
Re: Super Mario 64 was built with a system written in Lisp
#38Mario 64 wasn't itself written in LISP at all. It's models were built in Nichimen graphics, a SGI based 3D design tool written in Allegro CL. As far as I know, the games we did at Naughty Dog (Crash 1-3, Jak 1-3 + X), and later Uncharted were the only major console games which large amounts of runtime Lisp. The Jak & Daxter series was 99% written in my Scheme dialect GOAL, including all the assembly. The only parts t…
Re: Super Mario 64 was built with a system written in Lisp
#39Mario 64 wasn't itself written in LISP at all. It's models were built in Nichimen graphics, a SGI based 3D design tool written in Allegro CL. As far as I know, the games we did at Naughty Dog (Crash 1-3, Jak 1-3 + X), and later Uncharted were the only major console games which large amounts of runtime Lisp. The Jak & Daxter series was 99% written in my Scheme dialect GOAL, including all the assembly. The only parts t…
Much respect! Reading about GOOL and GOAL is what got me into Lisp. Working at a previous game company, on a PS2 title, we spent a lot of time oohing and aahing over J&D's beautifully fluid animations. I'm actually still playing through the game as part of my "PS2 classics" backlog. Very nicely done! I didn't realize Uncharted used any runtime Lisp -- could you elaborate? /gush
The compiler is written on top of the low-level system in Dan Liebgold's 2008 presentation: http://www.naughtydog.com/docs/Naughty-Dog-GDC08-Adventures-...
More or less, the sexps that define a state-script get run through a maze of Scheme macros - there's even a pretty decent expression language in there which is compiled to bytecode - and the result is big honking C++ structure which is fed to the Uncharted runtime and interpreted.
In particular, note all those wait-blah-blah calls; those are using call/cc to implement coroutines. Which is something you really really want in a game but which C++ of course doesn't have. (GOAL had native coroutines.)
It's also nice to be able to iterate on the language syntax without having to fool with BNF grammars and so on.
Re: Super Mario 64 was built with a system written in Lisp
#40Doom was built with a system written in Objective-C. Clairvoyant, those 90s game developers were.
if i recall correctly, directtv boxes are all essentially just web servers and even expose some methods via http. i believe i heard that their hud/gui/etc is all written in javascript and html. incidentally, they also did this a decade ago (or so) when javascript was still quite young.