Introduction for Rust Programmers
Rust is my favourite programming language. It has impeccable performance, an expressive and powerful type system, and a great community.
However, when it comes to game development, Rust has a few well-known problems. Compile times are painfully slow, and the type system can sometimes feel rigid or bureaucratic. When adding a new feature to a game, you'll often need to write code in a messy, fast, exploratory fashion - and in those cases, Rust can be a hindrance rather than a help.
GameLisp is a scripting language for Rust game development, designed while creating The Castle on Fire. It complements Rust by being very different from it: the Yin to Rust's Yang. Unlike Rust, it's an interpreted, dynamically-typed language, comparable to Lua, Python or Ruby. When using GameLisp, your project can be rebuilt in milliseconds rather than minutes, and there's no static type-checker to step on your toes.
Of course, you could already get those benefits by binding an existing scripting language to your Rust game project, using a crate like rlua for Lua or pyo3 for Python - so why add a new language into the mix? GameLisp has a few features which I think make it a better choice:
-
GameLisp is a "Rust-first" scripting language. Integration of GameLisp code into a Rust project is low-friction, high-performance, and completely memory-safe. Installation and distribution are trivial (it's just a crate!). Language features like
match
,for
andstruct
are designed to closely resemble their Rust counterparts. -
Garbage-collection pauses lead to dropped frames, and dropped frames lead to unhappy players. GameLisp has an unusual garbage collector which is designed to be called once per frame, every frame, spreading out the workload so that it takes up a consistent amount of runtime. In a real-world game codebase, GameLisp's garbage collector only takes up 0.1 milliseconds of frametime (that is, only 0.6% of the available time budget).
- More generally, microbenchmarks suggest that GameLisp's performance currently hovers somewhere between interpreted Lua and interpreted Python.
-
As a Lisp dialect, GameLisp is extremely customizable. Its macro system allows you to define new syntax which is indistinguishable from the built-in syntax; create domain-specific languages; or even customize fundamental language features like
class
and=
.- If you've used Lisp before and found that it wasn't to your taste, note that GameLisp avoids a few common pain points from other Lisp dialects.
-
GameLisp follows the Arc philosophy of being concise, easy to type and easy to edit. The most common types and functions tend to be only a few characters in length:
str
,obj?
,=
,defn
,rev
. It includes several language features intended to reduce boilerplate, such as iterators, coroutines, pattern-matching, and (of course) macros. You could expect a thirty-line function in a Lua project to be a fraction of that length in a GameLisp project. -
GameLisp has a novel object system, inspired by Andy Gavin's writings on GOOL, which is uniquely well-suited for game development. All objects are state machines: in the same way that your Rust codebase might use an
enum
or anOption
to statically guarantee that its data model is never invalid, GameLisp code can use astate
form to explicitly model the life cycle of its in-game entities. GameLisp's object model avoids inheritance (OOP's biggest mistake!); instead, it encourages composition via classmacros and mixins.
If any of the above has whet your appetite, take a look at Getting Started for more information.
If you have previous experience with Lisp, you might be interested in the Introduction for Lisp Programmers.