Re: [Video] Game development in Clojure (with play-clj)

2015-10-18 Thread Zach Oakes
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

Re: [Video] Game development in Clojure (with play-clj)

2015-10-17 Thread William Swaney
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" group. To post to this group, send email to cloju

Re: [Video] Game development in Clojure (with play-clj)

2015-10-17 Thread amirteymuri
t 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" group. To post to this group, send email to clojure@googleg

Re: [Video] Game development in Clojure (with play-clj)

2014-04-16 Thread James Trunk
: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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-16 Thread edbond
, 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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-16 Thread kurofune
#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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-15 Thread Kris Calabio
;>> >>>>>>> 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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-15 Thread Colin Fleming
gt;>>>>> online? >>>>>>> -Kris >>>>>>> >>>>>>> >>>>>>> On Sun, Apr 13, 2014 at 2:47 PM, James Trunk wrote: >>>>>>> >>>>>>>> Hi

Re: [Video] Game development in Clojure (with play-clj)

2014-04-15 Thread Kris Calabio
;>> 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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-15 Thread Zach Oakes
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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-15 Thread Kris Calabio
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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-15 Thread Zach Oakes
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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-15 Thread Kris Calabio
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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-14 Thread halitolali
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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-13 Thread C K Kashyap
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! >>>>

Re: [Video] Game development in Clojure (with play-clj)

2014-04-13 Thread Kris Calabio
>> 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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-13 Thread James Trunk
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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-13 Thread Kris Calabio
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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-13 Thread James Trunk
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

Re: [Video] Game development in Clojure (with play-clj)

2014-04-12 Thread Kris Calabio
, 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

[Video] Game development in Clojure (with play-clj)

2014-03-27 Thread 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> . Cheers, James -- You received this message because you are subscribed to the Google Groups "Clojure" g

Re: Game development in Clojure

2010-09-01 Thread tsuraan
> 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

Re: Game development in Clojure

2010-09-01 Thread Laurent PETIT
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

Re: Game development in Clojure

2010-08-21 Thread Nicolas Oury
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

Re: Game development in Clojure

2010-08-20 Thread Ben Mabey
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

Re: Game development in Clojure

2010-08-20 Thread Alan
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'

Re: Game development in Clojure

2010-08-20 Thread Timo Mihaljov
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

Re: Game development in Clojure

2010-08-16 Thread Nicolas Oury
> 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

Re: Game development in Clojure

2010-08-16 Thread Mike Anderson
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

Re: Game development in Clojure

2010-08-16 Thread Mike Anderson
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

Re: Game development in Clojure

2010-08-16 Thread Adam Burry
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

Re: Game development in Clojure

2010-08-16 Thread Mike Anderson
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

Re: Game development in Clojure

2010-08-16 Thread Mike Anderson
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

Re: Game development in Clojure

2010-08-16 Thread Mike Anderson
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

Re: Game development in Clojure

2010-08-16 Thread Martin DeMello
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

Re: Game development in Clojure

2010-08-16 Thread Nicolas Oury
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

Re: Game development in Clojure

2010-08-16 Thread Martin DeMello
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

Re: Game development in Clojure

2010-08-15 Thread Mark Engelberg
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

Re: Game development in Clojure

2010-08-15 Thread Brian Hurt
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

Re: Game development in Clojure

2010-08-15 Thread Brian Hurt
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

Re: Game development in Clojure

2010-08-14 Thread Tim Daly
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

Re: Game development in Clojure

2010-08-14 Thread Eric Lavigne
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

Re: Game development in Clojure

2010-08-14 Thread Btsai
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

Re: Game development in Clojure

2010-08-14 Thread Nicolas Oury
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

Re: Game development in Clojure

2010-08-14 Thread Mark Engelberg
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

Re: Game development in Clojure

2010-08-13 Thread Wilson MacGyver
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

Re: Game development in Clojure

2010-08-13 Thread Tim Daly
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.

Re: Game development in Clojure

2010-08-13 Thread Eric Lavigne
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?

Re: Game development in Clojure

2010-08-13 Thread Wilson MacGyver
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,

Re: Game development in Clojure

2010-08-13 Thread Eric Lavigne
>> 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

Re: Game development in Clojure

2010-08-13 Thread BerlinBrown
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

Re: Game development in Clojure

2010-08-13 Thread Wilson MacGyver
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

Re: Game development in Clojure

2010-08-13 Thread Brian Carper
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

Re: Game development in Clojure

2010-08-13 Thread Wilson MacGyver
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

Re: Game development in Clojure

2010-08-13 Thread Alan
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

Re: Game development in Clojure

2010-08-13 Thread Peter Schuller
> 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

Re: Game development in Clojure

2010-08-13 Thread Nicolas Oury
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

Re: Game development in Clojure

2010-08-13 Thread Wilson MacGyver
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

Re: Game development in Clojure

2010-08-13 Thread Brian Carper
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

Re: Game development in Clojure

2010-08-13 Thread Mac
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

Game development in Clojure

2010-08-13 Thread Mike Anderson
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