This is indeed exemplary. One thing I'd like to request in the README file is a 
description of the "game's" idea. As for inefficiencies, consider using zippers 
to lower the syntactic overhead; it may also help with allocation. -- Matthias





On Mar 17, 2015, at 12:17 AM, Benjamin Greenman <[email protected]> wrote:

> This was fun, and the code was easy to read.
> Besides that I don't have much constructive criticism. Figure out why it's 
> lagging and finish the game!
> 
> 
> On Mon, Mar 16, 2015 at 4:01 AM, Alexis King <[email protected]> wrote:
> I wrote a “game” (in quotes because it’s a WIP and barely qualifies as a game 
> in its current state) using Typed Racket and big-bang. You can find it here:
> 
> https://github.com/lexi-lambda/racket-pipe-game-clone
> 
> I’ve been wanting to try my hand at writing a very simple game in Racket 
> using pure functional programming, and this was my first attempt at doing so. 
> I think it’s turned out rather nice thus far, but I’d love to get some advice 
> or feedback from more seasoned programmers.
> 
> My design philosophy for this project along with other information is 
> included in the project’s README.
> 
> I’ve also decided to post this on the r/Racket subreddit, just for fun, 
> though I get the sense it’s relatively dormant. Anyway, any method of 
> feedback would be much appreciated—whether it be via email, comment on 
> Reddit, or even inline comments on GitHub.
> 
> Thanks,
> Alexis
> 
> P.S. Also, a big shoutout to all the people who contributed in some way, 
> however small, to all the awesome tools that went into making this little 
> project! I’m pitifully incompetent when it comes to graphics programming and 
> game development, but working with pict and big-bang in Typed Racket was 
> stunningly easy. Thanks for making that all possible.
> 
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