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Re:Game Programming Patterns – Bytecode by SixSigma on Tuesday March 25, 2014 @03:47PM (#7468437)
http://c2.com/cgi/wiki?GreenspunsTenthRuleOfProgramming

"Any sufficiently complicated C or Fortran program contains an ad-hoc, informally-specified, bug-ridden, slow implementation of half of CommonLisp"

Re:Game Programming Patterns – Bytecode by CmonDev on Wednesday March 26, 2014 @06:09AM (#7472479)
But at least, unlike CommonLisp, chances are it is actually used by someone.
Re:Game Programming Patterns – Bytecode by yoodenvranx on Tuesday March 25, 2014 @04:45PM (#7468837)
Are there any good real-world examples for this?
Re:Game Programming Patterns – Bytecode by SixSigma on Wednesday March 26, 2014 @04:40AM (#7472228)
It's a similar observation to the Inner Platform Effect http://en.wikipedia.org/wiki/Inner-platform_effect

Any project that runs some sort of external script would count. Soon a config file has some sort of conditional (#define grows #ifdef) and variables.

Also any project that has a VM (in the traditional sense) such as SCUMM.

It incorporates the notion that Lisp will do everything already, the code as data as code that Lisp gives you is a win that coders dismiss until it's too late and they have spent years learning C++

Re:Game Programming Patterns – Bytecode by tonyg on Tuesday March 25, 2014 @05:12PM (#7468998)
The browser.
Re:Game Programming Patterns – Bytecode by pcwalton on Tuesday March 25, 2014 @06:48PM (#7469820)
Well, it's pretty formally specified now. (Also pretty fast.)
Re:Game Programming Patterns – Bytecode by silentOpen on Wednesday March 26, 2014 @03:29PM (#7475847)
It's kinda sorta specified in English prose. I wouldn't call that formal, though.
Re:Game Programming Patterns – Bytecode by steveklabnik on Tuesday March 25, 2014 @04:49PM (#7468863)
Emacs? ;)