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Video game programming language

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dbo:description
  • Programmiersprache (de)
  • langage de programmation (fr)
  • linguagem de programação (pt)
  • linguaggio di programmazione (it)
  • programmeertaal (nl)
  • programmeringssprog (da)
  • język programowania (pl)
  • lenguaje de programación (es)
  • limbaj de programare (ro)
  • llenguatge de programació (ca)
  • ohjelmointikieli (fi)
  • programmeringsspråk (nn)
  • programovací jazyk (cs)
  • programovací jazyk (sk)
  • programspråk (sv)
  • yezh programmiñ (br)
  • שפת תכנות (iw)
  • प्रोग्रामिंग भाषा (hi)
  • ਪ੍ਰੋਗਰਾਮਿੰਗ ਭਾਸ਼ਾ (pa)
  • പ്രോഗ്രാമിങ് ഭാഷ (ml)
  • video game programming language (en)
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dbo:latestReleaseDate
  • 2012-02-07 (xsd:date)
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  • 3
dbo:license
dbo:releaseDate
  • 2001-12-03 (xsd:date)
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dbp:author
  • Scott Shumaker (en)
dbp:designer
dbp:developer
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dbp:latestReleaseDate
  • 2012-02-07 (xsd:date)
dbp:latestReleaseVersion
  • 3 (xsd:integer)
dbp:license
dbp:paradigms
dbp:platform
dbp:programmingLanguage
dbp:released
  • 2001-12-03 (xsd:date)
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dbp:text
  • In all honesty, the biggest reason we're not using GOAL for next-gen development is because we're now part of Sony. I can only imagine Sony's shock when they purchased Naughty Dog a few years back, hoping to be able to leverage some of our technology across other Sony studios, and then realized that there was no way anyone else would be able to use any of our codebase. Sony wants us to be able to share code with other studios, and this works both ways - both other studios using our code and vice versa. Add this to the difficulty curve of learning a new language for new hires, lack of support from external development tools , etc, means that there are clearly a lot of other factors involved. Note, however, that these issues aren't really technical problems, they're social ones. (en)
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  • Game Oriented Assembly Lisp (en)
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