libera/#shirakumo - IRC Chatlog
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16:22:05
Colleen
<shinmera> 2. Forge is far from done and I can't make it be done in time for the conference
16:22:23
Colleen
<shinmera> 3. Same problem as for Forge, but moreso here that I know there's several big changes that need doing and I can't do yet
16:23:35
Colleen
<shinmera> There's lots of things I can talk about, but not many things I can talk about in the form of a paper. At least that's how I feel.
16:25:33
Colleen
<shinmera> It doesn't *have* to be, but it would make me feel more comfortable writing about it if it were.
16:27:10
Colleen
<shinmera> Sure, but at the same time I don't want to go in there slamming ASDF. The system isn't even practically proven yet.
16:37:00
Colleen
<shinmera> It may turn out that my algorithm is unworkable for real-world datasets :shrug:
17:44:17
Colleen
<SAL9000> re kandria: not sure if this makes sense for the topic/context but... some kind of overview of the challenges & benefits of choosing to make your game in CL rather than a more "conventional" language, I guess? On one hand, you've had to implement a lot of missing things (Depot, Alloy, Harmony...) but I'm sure there's some upsides to the adventure (beyond the general CL advantages), right? :)
17:45:15
Colleen
<shinmera> Given that I haven't written Kandria in another language, it's kinda hard to compare.
17:47:10
Colleen
<SAL9000> I want to bring up lichat as an example of a lisp system being successfully "ported" to multiple other languages, but afaik there isn't much lisp *left* in there :(
17:47:45
Colleen
<SAL9000> (i.e. talking about it in that light rather than "sexpressions for chat")
17:48:17
Colleen
<shinmera> I suppose we could spin it as "using lisp as a base made it easy to prototype"
17:48:32
Colleen
<shinmera> with the conclusion of "however for real-world use we still had to port it"