Re: Design/structure for a game loop in clojure

2013-05-22 Thread atkaaz
concurrency-wise, you might find useful Rich Hickey's ants simulation https://github.com/juliangamble/clojure-ants-simulation/ the relevant video where he explains it: https://www.youtube.com/watch?v=dGVqrGmwOAw (if you want the slides too, see in the comments: someone suggested google for "Must w

Re: Design/structure for a game loop in clojure

2013-05-22 Thread Mikera
On Wednesday, 22 May 2013 16:46:54 UTC+8, Daniel Wright wrote: > Thanks everyone for your replies, in particular: > > Mikera: Glad to hear we're along the right lines, and thanks for the > extra advice. I've found your blog series on Alchemy very helpful while > considering this stuff. This g

Re: Design/structure for a game loop in clojure

2013-05-22 Thread Daniel P. Wright
Thanks everyone for your replies, in particular: Mikera: Glad to hear we're along the right lines, and thanks for the extra advice. I've found your blog series on Alchemy very helpful while considering this stuff. This game is a little different, and I'm mainly concerned with what's going on ser

Re: Design/structure for a game loop in clojure

2013-05-20 Thread Mikera
You've described almost exactly the state update model used in Ironclad: https://github.com/mikera/ironclad I'd strongly suggest taking a look at the Ironclad source if your game is anything vaguely turn-based / strategic. Some comments: - A big, single immutable data structure for the entire g

Re: Design/structure for a game loop in clojure

2013-05-20 Thread George Oliver
On Sunday, May 19, 2013 6:02:23 PM UTC-7, Daniel Wright wrote: > > thoughts/guidance appreciated! > > You might get something out of http://clojurefun.wordpress.com/2013/03/ -- "In this (somewhat extended) post I’m going to describe my experiences using Clojure for the 7DRL challenge – with di

Re: Design/structure for a game loop in clojure

2013-05-20 Thread Gary Trakhman
I thought this approach was interesting: http://www.chris-granger.com/2012/12/11/anatomy-of-a-knockout/ A key insight I've seen promoted in other places is to use flattened structures and identities instead of nested object hierarchies, thus your handy sub-lists may be represented as graph queries

Re: Design/structure for a game loop in clojure

2013-05-20 Thread Raoul Duke
potential food for thought for you: http://s3.amazonaws.com/ns999/asteroids.html http://prog21.dadgum.com/23.html http://world.cs.brown.edu/ -- -- You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.

Design/structure for a game loop in clojure

2013-05-20 Thread Daniel P. Wright
Hello, I am trying to structure the game loop for a simple game in clojure, trying to keep things pure as far as possible to get a feel for how this would work in a functional environment. Currently, I am working with a message-based system, whereby various events create "messages" which I then a