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Re:The Lisp Curse (2011) by aidenn0 on Thursday February 25, 2016 @07:24PM (#11178993)
with regards to Naugty Dog, The Jak & Daxter games were written entirely in GOAL, an in-house scheme implementation that compiled down to assembly.
Re:The Lisp Curse (2011) by viperscape on Thursday February 25, 2016 @09:11PM (#11179410)
might like this: http://practical-scheme.net/docs/gdc2002.html it's about using scheme in production house for final fantasy movie
Re:The Lisp Curse (2011) by chadzawistowski on Thursday February 25, 2016 @09:43PM (#11179514)
GOAL and GOOL were both used by that studio: "Game Oriented Action Lisp" and "Game Oriented Object Lisp".

They switched to C++ because it was too hard to find good lisp devs.

Re:The Lisp Curse (2011) by samth on Friday February 26, 2016 @01:20AM (#11180082)
That's not quite right. These days Naughty Dog uses a DSL called DC built in Racket to write all the "data" in the game (everything from cut scenes to character attributes). Running DC produces data files shipped on the DVD of the game, and used by the big C++ engine that's running on the PlayStation.

Dan Leibgold gave a talk about their system at RacketCon a few years ago: https://www.youtube.com/watch?v=oSmqbnhHp1c

Re:The Lisp Curse (2011) by lispm on Friday February 26, 2016 @02:58AM (#11180315)
They switched to C++ because they were bought by Sony and integrated into their landscape. They thought that sharing C++ code would be useful. As it turned out, they put Scheme back into their production pipeline.
Re:The Lisp Curse (2011) by chadzawistowski on Friday February 26, 2016 @02:25PM (#11183458)
Oh, good to know!