1 < deevil> :)
00:52 < beach> deevil: Why are you particularly interested in videogames in Lisp as opposed ones written in other
languages?
00:53 -!- Khisanth [~Khisanth@pool-96-246-12-158.nycmny.east.verizon.net] has joined #lisp
00:55 -!- Master_Yindi [~yindi1951@210-84-59-3.dyn.iinet.net.au] has left #lisp []
00:56 < p_l|uni> beach: Lisp = Cool. Video Games = Cool. Video Games in Lisp = COOLER
00:56 < p_l|uni> seems simple to me
00:56 < humasect> =)
00:56 < beach> p_l|uni: You are not the one I asked :)
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00:58 < p_l|uni> beach: sorry, I play armchair psychologist from time to time thanks to my choice of courses :P
00:59 < deevil> I dunno
00:59 < deevil> lisp seems to make sense to me a little
01:00 < deevil> and lisp can seemingly do things well
01:00 < deevil> so why not?
01:00 < Ralith> p_l|uni: that is how I feel, certainly!
01:00 < deevil> the whole raw power thing?
01:00 < deevil> demands c?
01:00 < deevil> s/power/speed
01:00 < Ralith> deevil: that's a flawed conclusion
01:01 -!- drewc [~user@S01060013101b6ddb.vc.shawcable.net] has quit [Ping timeout: 276 seconds]
01:01 < deevil> so c is not needed for speed
01:02 < deevil> neccesarily?
01:02 < Zhivago> Plenty of people write games in flash or javascript so ...
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01:02 < deevil> ya it seems as long as a lot of the program can reside in memory things can go fast
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01:03 < deevil> if love to code up a lil dungeon n dragons game
01:03 < Zhivago> That's mostly irrelevant.
01:03 < Zhivago> The point is that games only need to be faster than people.
01:03 < deevil> what the keeping in ram?
01:03 < Zhivago> And people are slow.
01:03 < deevil> ah!
01:03 < deevil> ok
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01:03 < p_l|uni> daaamn
01:03 < Ralith> deevil: Zhivago's rhetoric aside, yes you can do fancy 3D stuff in lisp if you're careful.
01:04 < Zhivago> Although you're probably using opengl there, so ...
01:04 < Zhivago> Again it comes back to just being faster than the humans.
04 < p_l|uni> deevil: with lisp you have the same issue as with all GC'd languages when it comes to
time-sensitive tasks - learn about your GC
01:04 < Zhivago> And hardware is fast enough these days that you don't have to be very efficient in order to beat
humans.
01:05 < deevil> where do I learn about the gc, from clisp or sbcl manuals? I guess?
< p_l|uni> deevil: for GC details, I recommend a) checking your implementation's manual b) Grabbing some good
GC book to learn what the a) spoke about
01:08 -!- hlavaty [~user@77-22-104-162-dynip.superkabel.de] has joined #lisp
01:09 < deevil> hmm
01:09 -!- splittist [~John@159-232.3-85.cust.bluewin.ch] has joined #lisp
01:10 < splittist> morning
01:10 < Zhivago> I recommend not worrying about GC.
01:11 -!- ustreamer-369 [~ustreamer@softbank221084032214.bbtec.net] has joined #lisp
01:11 < Zhivago> If it becomes a problem then minimize garbage production, and force collection during breaks in
game-play, such as scene loads.
01:12 < p_l|uni> well, true - it only becomes a factor when you really got time sensitive
Monday, October 18, 2010
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