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> Naughty Dog developing a whole lisp DSL to be able to try different game designs on the fly on PS1

The DSL was called Game Oriented Assembly Lisp.

> It supports a long term compiling listener session which gives the compiler knowledge about the state of the compiled and thus running program, including the symbol table. This, in addition to dynamic linking, allows a function to be edited, recompiled, uploaded, and inserted into a running game without having to restart.

https://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp

Found more info on that here:

https://lisp-lang.org/success/graphics/

> Naughty Dog Software used a Common Lisp DSL to write the Jak and Dexter series of games for the Play Station.

> Naughty Dog co-founder Andy Gavin, says the unique capabilities of Lisp enabled fast development and execution of character and object control – something that was needed to fully realize the numerous 3D creatures and devices which interact with the player in real-time (60 frames per second).

> “Lisp was just the best solution for this job,” comments Gavin. “With leading edge game systems like ours, you have to deal with complicated behaviors and real-time action. Languages like C are very poor with temporal constructs. C is just very awkward for a project like this. Lisp, on the other hand, is ideal.”

> As Gavin explains, “With Lisp, one can rapidly develop meta constructs for behaviors and combine them in new ways. In addition, Lisp allows the redefinition of the language to easily add new constructs; particularly those needed to deal with time-based behaviors and layering of actions. Contrary to popular belief, there is nothing inherently slow about Lisp. It is easy to construct a simple dialect which is just as efficient as C, but retains the dynamic and consistent qualities that make Lisp a much more effective expression of one’s programming intentions.”




Gavin also made a long blog 12 part series about that period

https://all-things-andy-gavin.com/2011/02/02/making-crash-ba...

I wonder how he works these days.


Ooh, I'm enjoying the article series.

> But the craziest thing I did was create a new programming language – with Lisp syntax – for coding all of the gameplay. It had all sorts of built in state machine support (very useful with game objects), powerful macros, dynamic loading etc. It was also highly irregular and idiosyncratic, and in true Naughty Dog fashion “powerful but complicated.”

As for how he works these days, I see in the About page:

> Briefly in 2008, and then full time from the second half of 2009 on, Andy has been concentrating on novel writing.

https://all-things-andy-gavin.com/writing/




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