Thank you for the insights.
What I will do is make a separate protocol for drawing and acting.
There might indeed be objects that only act but not draw, and other
objects that do not act but just draw themselves, not necessarily
using a sprite.
Collision could be another protocol like (defprotoco
In a test game engine I developed, I simply used maps and created a
sort of "duck" typing. It actually worked quite well. For instance,
each entity would have a :physics-update function:
((:physics-update entity) entity timespan)
It ended up working very well. I had a few thousand entities, all
u
Pepijn de Vos wrote:
> Hey,
Hi,
Just a couple of remarks:
> I'm writing some Clojure game stuff, and I'm having trouble coming up with a
> sensible model for the game objects.
>
> The basic idea is that I have a bunch of objects that represent the game, and
> call 'act' on them, supplying the