GameLisp: Scripting language for Rust game development
gamelisp.rs
gamelisp.rs
https://gamelisp.rs/reference/introduction-for-rust-programm...
Neat, I was going to ask if it was influenced by any of the Lisp stuff that Andy Gavin did at Naughty Dog.
And Andy Gavin talked briefly about GOOL on Ars Technica Crash Bandicoot interview: https://youtu.be/pSHj5UKSylk?t=5893
It seems Naughty Dog later decided not to maintain their own Lisp and moved to Racket: https://www.youtube.com/watch?v=oSmqbnhHp1c
I am really curious about how they use Lisp nowadays.
You are thinking of a different language that he made for the Jak & Daxter games.
https://all-things-andy-gavin.com/2011/03/12/making-crash-ba...
(There's also a faithful Minesweeper clone!)
UPDATE: just read separate comment thread on Bevy.
I used Lua coroutines, Python generators and Ruby fibers as my prior art; in all three cases, they're resumed by invoking a method on the coroutine object.
A lambda function which resumes a coroutine can simply be written as:
(fn0 (coro-run the-coro))
This is more ugly than passing in the coroutine directly, but it's also more explicit. I'm concerned that if the "resume coroutine" operation looks like a normal function call, the control flow of coroutines might become too difficult to follow.To the best of my knowledge, the only way to get rid of `yield-from` would be to switch from stackless to stackful coroutines. GameLisp used to have stackful coroutines, but they added a large complexity burden to the virtual machine, and they were so expensive that I could never bring myself to use them for entity scripting. My instinct is that other game developers would feel the same way.
I'll need to give this some more thought.
function ExampleEnemy:behavior()
while true do
self:move()
self:fire_arc()
end
end
function ExampleEnemy:fire_arc()
local theta = self:aim()
for i=-5,5 do
self:fire({speed=8, direction=theta+i*10*degrees})
end
end
If I later want the arc to have some delay between the bullets, and I insert a call to a function that yields for a certain number of frames in the loop in fire_arc, the code continues to work. If I do this same change in Python, the result is that the call to fire_arc in behavior begins to return an iterator or something and silently fails to actually fire any bullets!Lua's stackful coroutines are sufficiently cheap that it's reasonable to have tens of thousands of entity behaviors implemented as coroutines running at a time.
Apart from their other downsides, stackful coroutines can make asynchronous code less readable. For example, it's not obvious that your self:move() call is split across several frames.
Implicit coroutine construction has the silent failure mode which you describe.
Explicit coroutine construction, (coro f), would make `yield-from` even more noisy than it already is!
I wonder whether a naming convention would solve the problem? If all coroutine functions and methods have names like fire-arc* and move* , then your synchronous call to fire-arc* would stick out like a sore thumb. This would also force the programmer to visit every callsite after changing a synchronous function into an asynchronous one, or vice versa. It wouldn't exactly be convenient, but I think I value explicitness more highly than convenience in this case.
That'd be fine as long it's simple to write a wrapper of a different color. If I change fire-arc to fire-arcSTAR, but I can do a quick (def fire-arc (to-sync fire-arcSTAR)) then I don't have to visit call-sites. If it's not possible to make a wrapper, then that would be a major pain point.
Edit: Can't get HN to print the asterisks.
You're asking for the ability to refactor a synchronous function into an asynchronous function without needing to review the function's callsites. By definition, this would come with a high price: when writing a step handler, you'd need to assume that any function call could be refactored so that it doesn't return until several frames in the future. Even for a Lisp, that seems chaotic!
BulletML and Danmakufu's scripting language are not my favorite languages for other reasons.
I'm not sure when I'll get time to play with GameLisp, but it looks absolutely brilliant. I'll keep an eye on it; maybe some interesting open-source project will turn up that I can hack on.
[0] http://journal.stuffwithstuff.com/2015/02/01/what-color-is-y...
The new reference manual for version 0.2 (which I'll release within a few days) discusses Bevy specifically. Short version: GameLisp isn't a natural fit for a multithreaded ECS, but it's possible to make it work.
Because the language is so dynamic and late-bound, it shouldn't be too difficult to hack in hotloading yourself. I intend to make it easier in the future. There's some preliminary discussion here:
https://github.com/fleabitdev/glsp/issues/10
Thanks to the last 25 years of improvements in CPU tech, it's less "patching raw binary artifacts into the running program" and more "recompiling the entire source tree in a couple of hundred milliseconds" :)
https://gamelisp.rs/reference/introduction-for-rust-programm...
The main cons would be the lack of LuaJIT, the lack of C or C++ bindings, and the fact that Lua is spectacularly more mature and stable :)
(Full disclosure: I'm the project's developer)
Lua does supply this style, just needs some slight additions.
Building Lisps on top of anything is extremely rare, especially in commercial environments.
Why? Probably because they are easy to make and extremely expressive given that limited effort. Is making an expressive custom language with no tooling to solve a single problem a good idea? Nope. Do people do it anyway? Yes.
Edit: And never forget Greenspun's 10th rule: "Any sufficiently complicated C or Fortran program contains an ad hoc, informally-specified, bug-ridden, slow implementation of half of Common Lisp."
Maybe it's time to put this to rest?
The rule is 27 years old and I'd be shocked if something like the .Net BCL (for example) is not bigger than Common Lisp, these days. And I'm not sure we can get a consensus that the .Net BCL can be considered "ad hoc, informally-specified, bug-ridden, slow implementation".
That rule comes from a time when half the software written was still writing its own string and linked list data structures/classes. Now people just use standard libraries.
> Rust is my favourite programming language. It has impeccable performance, an expressive and powerful type system, and a great community.
> However, when it comes to game development, Rust has a few well-known problems. Compile times are painfully slow, and the type system can sometimes feel rigid or bureaucratic. When adding a new feature to a game, you'll often need to write code in a messy, fast, exploratory fashion - and in those cases, Rust can be a hindrance rather than a help.
Having to bolt a programming language from 1958 to your hip new language du jore to make it easier to use doesn't exactly make a good case for using it.