▲ | p_l 2 days ago | ||||||||||||||||
Naughty Dog's GOAL was PS2 specific and essentially chock full of what would be called intrinsics these days that let you interleave individual assembly instructions particularly for the crazy coprocessor setup of Emotion Engine. My understanding is that the mental model of programming in PS2 era was originally still very assembly like outside of few places (like Naughty Dog) and that GTA3 on PS2 made possibly its biggest impact by showing it's not necessary. | |||||||||||||||||
▲ | deaddodo 2 days ago | parent [-] | ||||||||||||||||
If by "mental model" you mean "low-level" programming, sure. But you might as well conflate "religion" with "Southern Baptist protestantism" then. You're working with the same building blocks, but the programming style is drastically different. The vast majority of PSX games were done completely in C, period. Some had small bits of asm here and there, but so do the occasional modern C/C++ apps. To your last point, before there was GOAL there was GOOL (from the horse's mouth itself): https://all-things-andy-gavin.com/tag/lisp-programming/ And it was used in all of Naughty Dog's PSX library. | |||||||||||||||||
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