こんな所にChrister Ericson先生が!

Sweng-gamedev-MLを眺めてたら、AAA High Performance Game Written in C# or Similar?というツリーがありました。
そこで、Naughty Dogが使ってたGOAL(Game Oriented Assembly Lisp)の話が出たのですが、それに対してChrister Ericson先生がレスを書いていてビックリ!

> On 7/10/08, phil_wilkins@playstation.sony.com
> > The simple answer would be that the engines weren't the same.
>
> I'm fairly certain that it's been stated many times that Insomniac
> used Naughty Dog's Rendering engine for the Ratchet and clank series
> on the PS2. The same rendering engine that was written in lisp...

Naughty Dog and Insomniac had completely separate engine and tech.
The exception was the t-frag/tie rendering code for rendering LOD-able
tile "patches". This was written in GOAL over at Naughty Dog using
the inline asm feature of GOAL. That GOAL code was (machine) translated
into "normal" PS2 asm, which was used by Insomniac.

So, Phil's statement is 100% correct, as written. The confusion is that
some of the lowest-level asm routines were shared (albeit rewritten
from GOAL to asm), but there was never any full rendering engine
sharing.

That settled, can we now please Please PLEASE return to the most
important software engineering question of all time, namely that of
top vs. bottom posting, not to mention all the usual discussions
of how to overengineer systems!! (Someone, remind me why I'm still
subscribed to this list.)

要約すると
レンダリングエンジン独立してるんで、LISPでは書いてないよ
LISPVMじゃなくてPS2アセンブラに変換されてるよ
そして、最後に
・そんなうわっつら撫でたような議論はやめろよ
って付け加えてるのが、マジ格好イイ!
さすが神だな(ゴットオブウォーを製作している的な意味で)。

海外のゲーム開発者向けのMLは、普通にトップレベルの開発者が投稿してるから、油断ならねぇ。
あと、Christer Ericson先生のBlogは非常に勉強になるので、お勧めです。
http://realtimecollisiondetection.net/blog/