7. März 2014 18:07:21 UTC+1 schrieb James Trunk:
>>
>> Hi everyone,
>>
>> I thought some of you might be interested to watch my screencast about game
>> development in Clojure with play-clj
>> <https://www.youtube.com/watch?v=9ilUe7Re-RA>.
>>
&g
screencast about game
> development in Clojure with play-clj
> <https://www.youtube.com/watch?v=9ilUe7Re-RA>.
>
> Cheers,
> James
>
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t about game
> development in Clojure with play-clj
> <https://www.youtube.com/watch?v=9ilUe7Re-RA>.
>
> Cheers,
> James
>
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:x 6} {:apple? true :x 4} {:player?
> true :x 550}])
> ({:apple? true, :x 6} {:apple? true, :x 4})
>
>
> Thanks again,
> Eduard
>
>
> On Thursday, March 27, 2014 7:07:21 PM UTC+2, James Trunk wrote:
>>
>> Hi everyone,
>>
>> I thought some of you mig
,
Eduard
On Thursday, March 27, 2014 7:07:21 PM UTC+2, James Trunk wrote:
>
> Hi everyone,
>
> I thought some of you might be interested to watch my screencast about game
> development in Clojure with
> play-clj<https://www.youtube.com/watch?v=9ilUe7Re-RA>
> .
>
> Ch
#x27;d be
stoked to hear about your experience.
Jesse
On Friday, March 28, 2014 2:07:21 AM UTC+9, James Trunk wrote:
>
> Hi everyone,
>
> I thought some of you might be interested to watch my screencast about game
> development in Clojure with
> play-clj<https://www.y
;>>
>>>>>>> On Monday, April 14, 2014 12:08:16 AM UTC+2, Kris Calabio wrote:
>>>>>>>
>>>>>>>> Actually, I thought it would be even more helpful if you had the
>>>>>>>> source code avail
gt;>>>>> online?
>>>>>>> -Kris
>>>>>>>
>>>>>>>
>>>>>>> On Sun, Apr 13, 2014 at 2:47 PM, James Trunk wrote:
>>>>>>>
>>>>>>>> Hi
;>> helpful.
>>>>>>>
>>>>>>> I started doing screencasts because I realised that I learn a new
>>>>>>> concept fastest by watching someone else doing/explaining it - and I
>>>>>>> figured I might not
gt; for everyone, and they have a few drawbacks compared to text (harder to
>>>>>> search, skim, or repeat sections). So positive comment like yours remind
>>>>>> me
>>>>>> that I'm not the only auditory/visual learner around here, a
tive comment like yours remind
>>>>> me
>>>>> that I'm not the only auditory/visual learner around here, and inspire me
>>>>> to keep going. Thanks!
>>>>>
>>>>> James
>>>>>
>>>>>
>>&g
014 11:28:29 PM UTC+2, Kris Calabio wrote:
>>>>>
>>>>> Great video! I've looked through Zach's examples, and even started
>>>>> coding a game myself. But your screencast helped me have a better
>>>>> understanding of some of the c
M UTC+2, Kris Calabio wrote:
>>>>
>>>> Great video! I've looked through Zach's examples, and even started
>>>> coding a game myself. But your screencast helped me have a better
>>>> understanding of some of the concepts and code that I was
around here, and inspire me
>>>>> to keep going. Thanks!
>>>>>
>>>>> James
>>>>>
>>>>>
>>>>> On Saturday, April 12, 2014 11:28:29 PM UTC+2, Kris Calabio wrote:
>>>>>>
>>>>>> G
es, and even started
>>>>> coding a game myself. But your screencast helped me have a better
>>>>> understanding of some of the concepts and code that I was having trouble
>>>>> understanding just by looking at the example games. Thanks!
>>>>
>> Great video! I've looked through Zach's examples, and even started
>>>> coding a game myself. But your screencast helped me have a better
>>>> understanding of some of the concepts and code that I was having trouble
>>>> understanding just by
that I was having trouble
>>> understanding just by looking at the example games. Thanks!
>>> -Kris
>>>
>>> On Thursday, March 27, 2014 10:07:21 AM UTC-7, James Trunk wrote:
>>>>
>>>> Hi everyone,
>>>>
>>>> I thought so
looking at the example games. Thanks!
>> -Kris
>>
>> On Thursday, March 27, 2014 10:07:21 AM UTC-7, James Trunk wrote:
>>>
>>> Hi everyone,
>>>
>>> I thought some of you might be interested to watch my screencast about game
>>> deve
st
> by looking at the example games. Thanks!
> -Kris
>
> On Thursday, March 27, 2014 10:07:21 AM UTC-7, James Trunk wrote:
>>
>> Hi everyone,
>>
>> I thought some of you might be interested to watch my screencast about game
>> development in Clojure w
, March 27, 2014 10:07:21 AM UTC-7, James Trunk wrote:
>
> Hi everyone,
>
> I thought some of you might be interested to watch my screencast about game
> development in Clojure with
> play-clj<https://www.youtube.com/watch?v=9ilUe7Re-RA>
> .
>
> Cheers,
> Jame
Hi everyone,
I thought some of you might be interested to watch my screencast about game
development in Clojure with
play-clj<https://www.youtube.com/watch?v=9ilUe7Re-RA>
.
Cheers,
James
--
You received this message because you are subscribed to the Google
Groups "Clojure" g
> How would that have helped? The problem lay in the fact that there
> could be many subclasses of Document, but only one specific subclass,
> Attachment, could go into the attachments[] field. So if we had to
> split the code into two files, we'd have
>
> class Attachment(Document) # <-- attachmen
A little bit OT, but for files where you prefer to write your
declarations "top down" rather than "bottom up":
(defmacro top-down [ & body ]
`(do ~@(reverse body)))
then
(defn utility-fn [])
(defn high-level-fn [] (utility-fn))
becomes
(top-down
(defn high-level-fn [] (utility-fn))
(defn u
Just my 2 cents:
sometimes these algorithms are easier to implement by constructing an
infinite lazy trees of all the game, and
then independently writing a few strategy to explore the tree.
John Hughes gives an example of that in Section 5 of "Why functional
programming matters", that can be fo
On 8/20/10 12:21 PM, Alan wrote:
Thanks, I'll look into it. I know minimax ought to be easy to do but
it's a bit of a weak spot of mine - I can never seem to get it right,
and the poorish debug support in clojure, even with slime/swank,
doesn't make it easier.
I'm reasonably confident minimax/a
Thanks, I'll look into it. I know minimax ought to be easy to do but
it's a bit of a weak spot of mine - I can never seem to get it right,
and the poorish debug support in clojure, even with slime/swank,
doesn't make it easier.
I'm reasonably confident minimax/alpha-beta is right for me, since
it'
On Mon, Aug 16, 2010 at 03:43:11AM -0700, Mike Anderson wrote:
> 2. User interface comes last, which is good in general but makes it a
> royal pain to pass notifications back to the UI. In Java I would
> simply have e.g. units.clj call a simple notification function in
> interface.clj, in Clojure I
> Sadly I feel that I'm going to have to target development at the
> lowest common
> denominator that I think users will have (hence I'm targeting Java
> 1.5+)
>
Escape Analysis and GC tweeking does not need to change your code.
It is activated by option to the JVM.
It would be interesting to try
On Aug 13, 5:33 pm, Alan wrote:
> Funny you should mention this - I was about to post a question about
> my own game when I saw your article. My issue is, I assume someone has
> written minimax and/or alpha-beta pruning in Clojure (or a java
> library that's easy to interop with). My case is sligh
On Aug 13, 7:16 pm, Nicolas Oury wrote:
> On Fri, Aug 13, 2010 at 2:51 PM, Mike Anderson
>
> wrote:
> > 2. It would be great to reduce the amount of memory allocations. Yes,
> > I know memory is plentiful and GC is very cheap, but it's still not as
> > cheap as stack allocation and any noticeable
On Aug 14, 2:39 am, Eric Lavigne wrote:
> I discussed two problems. The first problem, which you addressed, was
> mostly just a warm-up for discussing a related problem that is more
> severe. Where can I put (def g) so that two files can "require" each
> other?
I would say this is not a clojure s
On Aug 14, 12:38 am, BerlinBrown wrote:
> I played it, it was pretty fun.
>
> I have UI recommendations. I couldn't tell the difference between the
> enemy and my units.
>
> I wish maybe you had some quick tips and recommended next actions so I
> could get used to how the game works.
Thanks!
Gre
On Aug 14, 6:37 am, Wilson MacGyver wrote:
> I realize that. I was pondering why I don't run into the the 2nd problem.
>
> In your code, how many files/name spaces are you creating?
> And how many lines of code are in each file? I'm curious how you
> organize your code.
Sure - I'll give a quick s
On Aug 13, 7:06 pm, Brian Carper wrote:
> Looks great. Thanks for sharing your experiences.
>
> Do you plan to share the source code? Any reason you went with Swing
> instead of OpenGL?
>
Main reason I went with Swing was wanting to get something up and
running quickly (this is my first Clojur
On Mon, Aug 16, 2010 at 3:37 PM, Nicolas Oury wrote:
> On Mon, Aug 16, 2010 at 10:51 AM, Martin DeMello
> wrote:
>> Sometimes there's simply no way around it. For instance, I recently
>> had some python code that (stripped to its simplest form) had two
>> classes, Document and Attachment, where A
On Mon, Aug 16, 2010 at 10:51 AM, Martin DeMello
wrote:
> Sometimes there's simply no way around it. For instance, I recently
> had some python code that (stripped to its simplest form) had two
> classes, Document and Attachment, where Attachment was a specialised
> subclass of Document, but Docum
On Sun, Aug 15, 2010 at 8:13 PM, Brian Hurt wrote:
>
> Circular dependencies between modules is a major code smell. Code where
> everything depends upon everything, or even close to that, is
> unmaintainable.
Sometimes there's simply no way around it. For instance, I recently
had some python cod
On Sun, Aug 15, 2010 at 7:45 AM, Brian Hurt wrote:
> Circular dependencies are then the canary in the coal mine, warning you that
> your code is trending (hard) towards unmaintainability, You ignore the
> warning at your peril.
Avoiding circular dependencies can result in either:
a) Everything en
Sorry, hit send too soon.
On Sun, Aug 15, 2010 at 10:43 AM, Brian Hurt wrote:
>
>
> On Sat, Aug 14, 2010 at 10:33 AM, Eric Lavigne wrote:
>
>>
>> I originally wanted to include the contents of the units file in the
>> physics file, but then there would be a circular dependency between
>> physics
On Sat, Aug 14, 2010 at 10:33 AM, Eric Lavigne wrote:
>
> I originally wanted to include the contents of the units file in the
> physics file, but then there would be a circular dependency between
> physics and io.
So what was the problem with splitting units out into it's own name space?
Circu
grep for defn and write out def forms to a file?
Btsai wrote:
Continuing this train of thought...
1. The "declare" macro may be handy for declaring multiple names at
once.
2. Maybe one could use the functions in clojure.repl or clojure-
contrib.ns-utils to write something that automatically fo
One example is a contract programming job I did recently, writing
software for identifying radioactive isotopes based on measurements of
their emission spectra. In the end I had 7 Clojure source files (not
including tests). I will show them in such an order that each file
depends only on previous f
Continuing this train of thought...
1. The "declare" macro may be handy for declaring multiple names at
once.
2. Maybe one could use the functions in clojure.repl or clojure-
contrib.ns-utils to write something that automatically forward
declares everything needed?
On Aug 13, 10:49 pm, Tim Daly
I have a similar problem with deftype/defecord
If I need to mutually defined types...
(declare new-a)
(deftype B
... (new-a)...))
(deftype A)
(defn new-a [] (A.))
On Sat, Aug 14, 2010 at 8:21 AM, Mark Engelberg
wrote:
> On Fri, Aug 13, 2010 at 9:39 PM, Eric Lavigne wrote:
>> This
On Fri, Aug 13, 2010 at 9:39 PM, Eric Lavigne wrote:
> This is not a rare problem for me. Like Mike Anderson, I work around
> it by putting extra thought into which package-level dependencies I
> will allow, which sometimes necessitates creating more or fewer
> packages than I otherwise would have
I realize that. I was pondering why I don't run into the the 2nd problem.
In your code, how many files/name spaces are you creating?
And how many lines of code are in each file? I'm curious how you
organize your code.
On Aug 14, 2010, at 12:39 AM, Eric Lavigne wrote:
.
>
> I discussed two prob
Suppose you make a file containing a
(def foo)
form for every defn in every file and then load that first?
Does that solve the circular reference problem?
Tim Daly
Eric Lavigne wrote:
The (def g) in your example has the same effect as the (declare foo)
in my example.
I discussed two problems.
The (def g) in your example has the same effect as the (declare foo)
in my example.
I discussed two problems. The first problem, which you addressed, was
mostly just a warm-up for discussing a related problem that is more
severe. Where can I put (def g) so that two files can "require" each
other?
I rarely run into this. The few times I have, I just do
(def g) ;creates a var g that is unbound
(defn f []
(g)) ;ok
(defn g [] ;f will call this
nil)
as shown by Rich at
http://markmail.org/message/vuzvdr4xyxx53hwr#query:+page:1+mid:tzsd3k6tvvc4ahoq+state:results
On Fri, Aug 13,
>> 3. I think it would be great to have better support for circular
>> references - perhaps a two-pass compile? The reason this is
>> particularly acute in game development is that different subsystems
>> have quite a lot of inter-dependencies. AI evaluation system needs to
>> understand game state
I played it, it was pretty fun.
I have UI recommendations. I couldn't tell the difference between the
enemy and my units.
I wish maybe you had some quick tips and recommended next actions so I
could get used to how the game works.
On Aug 13, 9:51 am, Mike Anderson
wrote:
> Hello all,
>
> I've r
On Fri, Aug 13, 2010 at 4:51 PM, Brian Carper wrote:
> But there are some good OpenGL 2D game engines for Java, e.g.
> Slick[1]. There's also Penumbra[2] which nicely wraps LWJGL for
> Clojure. I ask this mostly because I'm making my own 2D game and
> somewhat torn between Java2D and OpenGL. Pe
On Aug 13, 11:09 am, Wilson MacGyver wrote:
> I assumed he didn't use OpenGL because it's a 2d tile game?
> Using OpenGL for 2d or 2.5d (isometric) is really only a good idea
> if you can assume the target has hardware OpenGL acceleration.
>
> Even then you may not want to do that, due to battery
Paradigms of artificial intelligence programming: case studies in Common LISP
By Peter Norvig has a full chapter on this (ch18),
complete with code in Common LISP.
his "Artificial Intelligence: A Modern Approach" is also a good book
if you are interested in game AI. 3rd edition just came out recen
Funny you should mention this - I was about to post a question about
my own game when I saw your article. My issue is, I assume someone has
written minimax and/or alpha-beta pruning in Clojure (or a java
library that's easy to interop with). My case is slightly different in
that the turn order is n
> This can be made a bit better by turning Escape Analysis on? Have you
> tried that?
>
> The G1 collector is supposed to have lower latency. Have you tried it?
>
> http://research.sun.com/jtech/pubs/04-g1-paper-ismm.pdf
(GC choice/tuning is a lng story, but some select suggestions follow)
Fi
On Fri, Aug 13, 2010 at 2:51 PM, Mike Anderson
wrote:
> 2. It would be great to reduce the amount of memory allocations. Yes,
> I know memory is plentiful and GC is very cheap, but it's still not as
> cheap as stack allocation and any noticeable GC pauses are not good
> for the player experience i
I assumed he didn't use OpenGL because it's a 2d tile game?
Using OpenGL for 2d or 2.5d (isometric) is really only a good idea
if you can assume the target has hardware OpenGL acceleration.
Even then you may not want to do that, due to battery concerns.
On Fri, Aug 13, 2010 at 2:06 PM, Brian Carp
On Aug 13, 6:51 am, Mike Anderson
wrote:
> Hello all,
>
> I've recently been working on a game development project in Clojure
> which is now starting to bear fruit. I thought people here might be
> interested, and that it would be worthwhile to share some experiences
> and perspectives.
>
Looks g
On Aug 13, 9:51 am, Mike Anderson
wrote:
> 2. It would be great to reduce the amount of memory allocations. Yes,
> I know memory is plentiful and GC is very cheap, but it's still not as
> cheap as stack allocation and any noticeable GC pauses are not good
> for the player experience in interacti
Hello all,
I've recently been working on a game development project in Clojure
which is now starting to bear fruit. I thought people here might be
interested, and that it would be worthwhile to share some experiences
and perspectives.
The project is a steampunk-themed strategy game, and a playabl
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