ly robust in practice. It's even surprisingly performant for some
real-time 60fps visualizations I've done (tied to a simulation), where I
thought I'd have framerate problems. I'm still optimizing (for faster
simulation runs), looking into varying implementations for the
If I am not mistaken Lightable uses it as well. There is also a plug in for
it which helps with the ECS.
Hope that helps.
Thomas
On Wednesday, 16 August 2017 02:52:38 UTC+2, Didier wrote:
>
> I recently stumbled upon the entity-component-system design pattern which
> is popular in ga
esign would be very much along the
>> lines of Alex's.
>>
>> J
>>
>> On Tue, Aug 15, 2017 at 05:52:38PM -0700, Didier wrote:
>> > I recently stumbled upon the entity-component-system design pattern
>> which
>> > is popular in game engine
>
Tue, Aug 15, 2017 at 05:52:38PM -0700, Didier wrote:
> > I recently stumbled upon the entity-component-system design pattern which
> > is popular in game engine
> > design: https://en.wikipedia.org/wiki/Entity%E2%80%93component%E2%
> 80%93system,
> > and really liked what I
tification/inbox system. I
haven't yet built something like this, though I'd like to, but, if/when I do,
my design would be very much along the lines of Alex's.
J
On Tue, Aug 15, 2017 at 05:52:38PM -0700, Didier wrote:
> I recently stumbled upon the entity-component-system design
I recently stumbled upon the entity-component-system design pattern which
is popular in game engine
design: https://en.wikipedia.org/wiki/Entity%E2%80%93component%E2%80%93system,
and really liked what I saw, thought it could be a good fit for Clojure.
Basically, it has three concepts:
1
ng to
all entities with health less than 10%. It would be nice if the systems
didn't have to filter through thousands of entities.
On Thursday, January 21, 2016 at 8:14:35 PM UTC-6, Mark Mandel wrote:
>
> Brute is a simple and lightweight Entity Component System library for
> writin
Brute is a simple and lightweight Entity Component System library for
writing games with Clojure and ClojureScript.
This release is essentially just a move from CLJX to Reader Conditionals to
implement support for both CLJ and CLJS.
Full details, and how the conversation process went can be
Brute is a simple and lightweight Entity Component System library for
writing games with Clojure and now also **ClojureScript**.
Big thanks to Martin Janiczek <https://github.com/Janiczek> for porting
Brute over to CLJX and making everything work.
There are also some new functions - inc
UTC-4, Mark Mandel wrote:
>
> Brute is a simple and lightweight Entity Component System library for
> writing games with Clojure.
>
> This is a rewrite of Brute 0.1.1, to get rid of all the global internal
> refs, and make it so that Brute simply passes around an immutable
&g
t the public API somewhat
mimics atoms and allows for changes only within atomic transactions.
Anyways, I'll keep an eye on brute and maybe steal some ideas from it
without shame.
On Tue, May 13, 2014 at 7:22 AM, Mark Mandel wrote:
> Brute is a simple and lightweight Entity Component S
Brute is a simple and lightweight Entity Component System library for
writing games with Clojure.
This is a rewrite of Brute 0.1.1, to get rid of all the global internal
refs, and make it so that Brute simply passes around an immutable
collection. This makes things far nicer to deal with, and
Great! Would love to have contributions!
Mark
On Tue, Apr 15, 2014 at 9:45 AM, Reid McKenzie wrote:
> Cool project! I just hammered out my own CES in the last few weeks for a
> private project, I'll be interested to see how they compare and whether
> there's anything I can add :D
>
> Reid
>
lojure library release, so exciting/scary stuff, but feedback
> would very much be appreciated.
>
> Brute is a a simple and lightweight Entity Component System library for
> writing games with Clojure.
>
> The aim of this project was to use basic Clojure building blocks to form
Heya!
First real Clojure library release, so exciting/scary stuff, but feedback
would very much be appreciated.
Brute is a a simple and lightweight Entity Component System library for
writing games with Clojure.
The aim of this project was to use basic Clojure building blocks to form an
Entity
Weird where did my post go?
Anyway here is the link to the article:
http://resatori.com/clojure-entity-component-system
On 16 Mrz., 17:54, Daniel Kersten wrote:
> Hi Michael,
>
> Looks great! I love the video too. Very nice.
> I have put a link to your blog post on the clojure game
Hi Michael,
Looks great! I love the video too. Very nice.
I have put a link to your blog post on the clojure games wiki. I'll update
the wiki properly when I get a chance. If you want to put details on your
game on the wiki (or want to edit my post about your component entity
system), please feel
Finally I launched my little website: http://resatori.com
You can see a short video of my game there ;)
Fraps only allows 30 seconds so nothing more to see :(
Entity Component Post will follow this week.
On 6 Mrz., 16:24, Daniel Werner
wrote:
> Himsappler,
>
> On Jan 12, 12:27 pm,msappler wrot
Hi msappler,
On Jan 12, 12:27 pm, msappler wrote:
> No i do not mind.
> A blog is being planned for promotion of my game and sharing.
> Only have to find a domain name which i like.
Have you put anything in the meantime? I'd be very interested to read
about your game's progress and learn more ab
No i do not mind.
A blog is being planned for promotion of my game and sharing.
Only have to find a domain name which i like.
On 12 Jan., 01:32, Daniel Kersten wrote:
> Thanks for sharing!
>
> Entity component systems are something I'm very interested in and
> something I have tinkered with in t
Thanks for sharing!
Entity component systems are something I'm very interested in and
something I have tinkered with in the past. I hope to (eventually)
find some time to play around with them in Clojure too. I would be
very interested in hearing more about your solution and would be
delighted if
Thanks for sharing. I've also spent some time building a Common Lisp
game engine that uses a component architecture for the game objects.
For example in pong the player's paddle is made up of a visual,
physical and logical components.
(defun make-pong-player(side human sprite-def control-type na
Interesting. I'm also into game development with Clojure. I'd like to
see the project open--sourced and, if possible, participate.
--
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
Note that
Hey for the lasts 6 months I am developing an action RPG game in
clojure (and learning the language).
For this game I developed an entity component system which is a way of
using composition to create entities in the game.
I also use slick2d for the 2d engine.
Here I posted some examples for
24 matches
Mail list logo