Hi all, I'm trying to get started with an OpenGL (JOGL) application in Clojure, and one of the first orders of business is establishing a thread that repeatedly calls the display function - the game loop. I'm not sure what the idiomatic way to do this in Clojure is.
The below code works, but is it good Clojure style and lightweight enough for a game loop running at ~60 fps? I would greatly appreciate any tips! ;;Prints incrementing integers every 500 ms in a separate thread ;is this the Clojure way? (def counter 0) (def animator (agent false));agent state = running flag (defn animation [running] (when running (send-off *agent* #'animation)) (def counter (+ 1 counter)) ; (set! counter (+ 1 counter)) <-- just doesn't work! (println counter) (. Thread sleep 500) running) (defn start-animation [] (send animator (fn [x] true));should this be send-off? why? (send-off animator animation)) (defn stop-animation [] (send animator (fn [x] false))) ;for SLIME (comment (start-animation) (stop-animation) ) Thanks a lot! Clojure is a blast! Best, Curran Kelleher --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en -~----------~----~----~----~------~----~------~--~---