On Tue, Nov 4, 2014 at 7:22 PM, Fluid Dynamics wrote:
> On Tuesday, November 4, 2014 9:54:39 PM UTC-5, Atamert Ölçgen wrote:
>>
>> clojure-lanterna is pretty cool.
>>
>> https://github.com/sjl/clojure-lanterna
>>
>> I'm interested in hearing about alternatives as well.
>>
>
> Terminal emulation?
OK, I was using Lanterna as well, based on Steve Losh's "Caves of Clojure"
series.
On Tue, Nov 4, 2014 at 6:53 PM, Atamert Ölçgen wrote:
> clojure-lanterna is pretty cool.
>
> https://github.com/sjl/clojure-lanterna
>
> I'm interested in hearing about alternatives as well.
>
>
> On Wed, Nov 5, 2
You may find that wrapping a random number generator as a lazy sequence is
a useful approach - it is functional and works nicely in an idiomatic
clojure style where you can "take" as many random numbers as you need while
treating the whole sequence as an immutable value.
I have an (experimental
On 05 Nov 2014, at 04:22, Fluid Dynamics wrote:
> Terminal emulation? In this day and age?
Yes. Many people write and play explicitly retro games :-)
hth
lvh
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On Tuesday, November 4, 2014 9:54:39 PM UTC-5, Atamert Ölçgen wrote:
>
> clojure-lanterna is pretty cool.
>
> https://github.com/sjl/clojure-lanterna
>
> I'm interested in hearing about alternatives as well.
>
Terminal emulation? In this day and age?
And a quick look around reveals no sign of mou
clojure-lanterna is pretty cool.
https://github.com/sjl/clojure-lanterna
I'm interested in hearing about alternatives as well.
On Wed, Nov 5, 2014 at 4:09 AM, blake wrote:
> Pardon my interruption: What are you using for screen output for your
> roguelike?
>
> On Tue, Oct 28, 2014 at 12:08 PM
Pardon my interruption: What are you using for screen output for your
roguelike?
On Tue, Oct 28, 2014 at 12:08 PM, Isaac Karth wrote:
> I've been working on some projects (roguelikes, story-generators) that
> often have a reason to have a random outcome for things like procedurally
> generating
It might also be worth noting that the JDK ships with
java.security.SecureRandom a subclass of java.util.Random.
http://docs.oracle.com/javase/8/docs/api/java/security/SecureRandom.html
R.
On 1 Nov 2014, at 10:31, Mars0i wrote:
>
>
> On Friday, October 31, 2014 11:19:19 PM UTC-5, Isaac
On Friday, October 31, 2014 11:19:19 PM UTC-5, Isaac Karth wrote:
>
> Looks like if I want to use libraries like clojure.data.generators or
> bigml.sampling I'd need to amend the random generators to replace calls to
> the Mersenne Twister function or (def ^:dynamic *rnd* (java.util.Random.
>
Hi Isaac,
On 01 Nov 2014, at 05:19, Isaac Karth wrote:
> Laurens, Using a PRF actually sounds very close to ideal for what I was
> looking for. If I can convert a map (or record) to a reproducible seed, and
> have that be independant from other random checks, that's pretty close to
> exactly
Thanks for all of the feedback so far, it's been helpful. Mars0i, keeping
an RNG for each thing that needs to have an independent random state seems
like a good idea for a fallback, and the suggestion of using a different
RNG is a good one. It's also helpful to know other people have dealt with
Hi,
I too, am super interested in games in Clojure. My other background is
cryptography, so I break out the crypto. I would say that you don’t really want
a PRG, but you might want a PRF instead. (If that doesn’t mean anything to you,
don’t worry, read on.)
My favorite cryptographic hash func
Isaac, I confess that I don't have any deep insights to offer about these
architectural questions for your particular situation, but here are a few
remarks that might be helpful for peripheral issues.
In Clojure 1.6.0, at least, clojure.core/rand uses java.util.Random()
(seeded by the system ti
How to handle messy relations with the world state is definitely something
that could be better understood. Most models for game state I'm familiar
with are highly object-oriented. [1] Figuring out how to approach it in
Clojure, from a functional perspective seems to be an interesting challenge
Hi Isaac
It sounds to me that your source of pseudo-randomness is an inherent part
of your world state, as without it you're unable to calculate the next
state.
You mention the problem of having to thread your PRNG through your
functions, but I think the problem is broader than that. For instance
I've been working on some projects (roguelikes, story-generators) that
often have a reason to have a random outcome for things like procedurally
generating a map. Ideally, they would be deterministically psuduorandom, so
that I can generate the same results from the same seed. The part I'm
havi
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