12 karma · joined April 22, 2009
The coolest application of the Forth philosophy in that project was actually building tools that integrate directly with the engine, imo. I built a map and tile editor directly into the game for quickly iterating on art and level design, and at one point even added a slide presentation engine for giving talks with that had live demos integrated directly into slides. The eureka moment was when I added map editing and realized that I didn't need to write a fancy GUI just for saving and loading maps, because I had a live Forth console running over the serial port. As soon as I'd written the save/load routines they were immediately, directly usable.
Death Road to Canada is another game I'm aware of that is written in Forth, for more modern platforms.
You'll get a lot of the benefits simply by being really disciplined about being consistent and precise with how you refer to things. What Hungarian does is force you to out of necessity.
Not a good idea for code that you want people to be able to use without gaining a deep understanding of, but for collaborating on inventing new things, it's a very effective communication hack.
Best demo we ever gave while I was there, by a longshot.
Is the Pole Position cabinet still there? Did anyone ever fix the monitor? I miss that thing.