Name: Programming Linux Games
Authors: Loki Software, Inc.
[John R. Hall]
Publisher: No Starch Press
Publication Date: 2001
URL: http://www.nostarchpress.com/?plga
*Programming Linux Games* is a new book which features Tcl. A just-released excerpt shows how to build a simple scripting engine and design a game script. http://www.unixreview.com/documents/s=1420/urmb29/book29.htm
They do however also say this in 'conclusions': "In hindsight, Tcl was not an especially good choice for the scripting engine. It works in this case, but it's not a very good solution for number crunching or managing large amounts of data. If I were to rewrite Chapter 6, I would probably choose a Lisp variant such as Scheme."
Which is possibly kind of strange: if I were to bring non-coders into a project I don't think I'd stick a Lisp interpreter in front of them. --setok
LV I'm rather surprised to hear that scheme is better for managing large amounts of data and number crunching. What does Scheme do to manage this? Is there something that can be doing to Tcl to give it a better handle? Perhaps something like la or blt's vectors?