Re:Porting SBCL to the Nintendo Switch
by mark_l_watson on Sunday September 15, 2024 @09:10AM
(#41547299)
Except for occasionally using a small embedded Scheme in C++ when I worked at Angel Studios, I haven’t much experience using Lisp languages for games.
That said I have a question: is it a common pattern when using Lisp languages for games to use a flyweight object reuse pattern? This would minimize the need for GC.
For the old historic Naughty Dog use case, it was a development system written in Common Lisp on an SGI and a C++ runtime with low-level Scheme code on the Playstation.
> Common Lisp also appears to be a much faster language than I would have blindly assumed.
There are two modes:
1) fast optimized code which allows for some low-level stuff to stay with Common Lisp
2) unoptimized, but natively compiled code, which enables safe (-> the runtime does not crash) interactive and incremental development -> this mode is where much of the software can run nowadays and which is still "fast enough" for many use cases