I found a copy of ANSI Common Lisp late last year, and spent two months reading it, taking notes, and doing exercises before a lack of privacy and generallly miserable living conditions destroyed my ability to concentrate. I want to pick it up again sometime this year, but I'm worried that there aren't any resources for developing games and game editing tools (mostly the lack of resources to develop GUIs and - f*ck, what's the word - screens? Ways to interact with things like OpenGL and get grapics and tile-based maps to pop up on your monitor, since I don't give a f*ck about ASCI roguelikes. ANSI Common Lisp was written in 1994, and I skimmed it, and there's f*ck-all to do with graphics in the book.) and that anything I make will die once I get bored with it due to Common Lisp's unpopularity.
The other reason I choose Common Lisp is because ANSI Common Lisp also works as an introduction to functional programming. I really don't like how it introduces something, glosses over it, and then goes back to it several chapters later to get more in depth. I'm not terribly smart, but I am very
good at dealing with small ideas in great depth, as opposed to learning a broad range of concepts and then diving into them as I need to. I have to learn EVERYTHING about something, even if it doesn't make complete sense yet, before I can move on the the next thing.
I found a copy of "Scructure and Design of Computer Programs", but not "How to Design Programs". Even Google and mediafire failed me.
I'm surprised nobody mentioned Lua.
Standalone executable = download something and go, after reading and installing whatever dependancies are required.
Ease of use = development time
Bugginess = how much rope does it give you to hang yourself with, and does it have automatic memory management*Ease at which one writes good code (does it make it easy, or at least not difficult, to be a good programmer?)
^Scheme, IIRC, is a purely functional language. I should have specified, "Does it force you to follow a certain programming paradigm?" and "What programming paradigm do you think is best suited to producing games similiar to SNES/PS1 RPGs, and 2D RPGs in general?
Is it Python that says "There's more than one good way to do anything" and Perl that says "There's only one good way to do anything", or is it the other way around? And then Ruby tries to make programming as easy as possible, in regards to syntax and the words used to describe things?
The whole point of this topic is the get you people talking about these things, and I can learn just by observing you and figure out what suits me.http://www.antigreen.org/vadim/ProgLanguageComparison/lisp-cmp-with-cpp-java-etc/LispJava.htm