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The folks who made Crash Bandicoot did something like that in AllegroCL about 10 years ago: http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp http://en.
by aristus 20y ago
The folks who made Crash Bandicoot did something like that in AllegroCL about 10 years ago:
http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp
- palish 20y agoGreat! It worked for someone else, so I'm not insane! Now I just have to figure out how to do it.
- aristus 20y agoThey had some killer stuff in it, from what I can tell from interviews posted here & there. But when Sony bought them they drowned GOAL in the bathtub and ported to their own inhouse platform. Kind of sad.
- shiro 20y agoNote that they didn't write their engine IN Allegro CL---they developed a Lisp-like language which compiled into native code, and the compiler was written in CL. If you're developing for console you won't want to drag all the runtimes comes from the implementation. I was at a session in GDC where a guy from NaughtyDog talked about how they tuned memory access on PS2 for Jak and Dexter and that was cool; since they had full control over the compiler, they could place memory access instructions to the optimal places that would interfere least to other bus activities.