Lol...my goodness...

I am just using this as a learning exercise, I do not need to be lectured 
about how to write a game loop...  I said obviously since that was my 
original request, I am only asking to learn clojure a little better.  I 
could just drop into java and write a serial loop that does this really 
fast but I don't care about that; also, telling me how something was done 
on an 8-bit computer is about as relevant as explaining to me the intricate 
biological reactions involved in elephant defecation.

On Friday, March 21, 2014 4:37:22 PM UTC-4, raould wrote:
>
> > update them one at a time.  Obviously, I do not want to write something 
> that 
> > updates the enemies and, after the enemies are fully updated, the 
> bullets 
> > get updated. I need something that updates enemies while updating the 
> > bullets, at the same time.  Maybe a code example would help? 
>
> er... i suspect you need to explain better... it doesn't make any 
> sense to me what you are saying. you have to break out what you mean 
> by updating, and why they "obviously" cannot be done sequentially. 
> since, i suspect, that's how most all games have done it since the 
> dawn of 8 bit cpus :-) no? 
>
> i suspect you are saying you don't want enemies to step beyond a 
> bullet or some such issue. but waving some magic concurrency pixie 
> dust is not a solution, at least if you aren't able to explain how it 
> *would* be a solution. 
>
> generally in simple simulations you accept a certain finite time step 
> that things jump. and you have to deal with that explicitly e.g. in 
> your collision detection or whatever. 
>

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