Game Programming in Squeak

Alan Kay Alan.Kay at squeakland.org
Thu Nov 1 21:20:34 UTC 2001


That's nice to hear! BTW, some serious stuff has been done to make 
CLOS capable of being very efficient. Most of these will work well in 
Squeak, should we choose ....

Cheers,

Alan

-----
At 9:43 PM +0100 11/1/01, ducasse wrote:
>Hi
>
>Just to mention that Crash Bandicoot was develop in CommonLisp
>look at www.franz.com
>
>Naughty Dog Software
>Application: Crash Bandicoot Game System
>Crash Bandicoot is the latest game release from Naughty Dog Software,
>Universal City, CA. The game is a popular Sony Playstation release. Naughty
>Dog used Allegro CL for the character control portions of the game. The
>character control and AI written in Lisp enabled the development of over 500
>different types of game objects, each with uniquely crafted and tuned
>gameplay and visual characteristics.
>
>
>For the 3D addict I can also tell you that www.nichimen.com implemented (and
>I believe still does) everything in CommonLisp (with image nearly 100Mb
>running on Silicon boxes). I was nearly working for them. But this is true
>that their libraries has been optimized to the cell consumption level
>according to the Lisp gurus I met at that time.
>
>NICHIMEN
>Application: N-World
>Nintendo's highly successful game release for the Nintendo 64, Super Mario
>64, was built using the N-World development tool suite from Nichimen
>Graphics Inc. Nichimen chose Allegro CL from Franz Inc. to develop its
>powerful N-World products.
>
>It was really impressive for an academic like me to see CLOS and its MOP use
>for making really software ;)
>
>Stef


-- 




More information about the Squeak-dev mailing list