On Jun 21, 2015, at 10:18 PM, Neil Toronto <neil.toro...@gmail.com> wrote:
> I'm working on a `big-bang3d` game intended to expose shortcomings in > universe-style programs when used at a larger scale than in the classroom. > Here are my main criticisms so far: > > 1. Adding new state is painful. Every time I add a little bit to track > something - a cooldown timer, camera momentum, a list of planes the > player collided against - I have to change a lot of unrelated code. > For #1, I think we need nicer ways to reach deep into heterogeneous data > structures to read from and update them. Refactoring data structures only > goes so far. Game state is a big, messy thing with a lot of interaction that > defies neatly compartmentalized trees. For this problem, I wonder if using compose-able functional lenses like this would be a good solution: https://github.com/jackfirth/lenses http://pkg-build.racket-lang.org/doc/lenses@lenses/index.html -- You received this message because you are subscribed to the Google Groups "Racket Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to racket-users+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.