Version 6 of BOOK Programming Linux Games

Updated 2002-11-20 23:17:10

Name: Programming Linux Games

Authors: Loki Software, Inc.

        [John R. Hall]

Publisher: No Starch Press

Publication Date: 2001

URL: http://www.nostarchpress.com/?plga

Full text available as PDF: http://www.overcode.net/~overcode/writing/plg/


    *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?