On Sep 15, 9:27 am, CuppoJava wrote:
> Yes. I haven't personally run into any problems (since I handle my own
> threading), but it's explicitly stated that you shouldn't put mutable
> data into Clojure's immutable data structures. It's possible that I
> misunderstood what is meant by this. It wou
Yes. I haven't personally run into any problems (since I handle my own
threading), but it's explicitly stated that you shouldn't put mutable
data into Clojure's immutable data structures. It's possible that I
misunderstood what is meant by this. It would be best to ask someone
who's familiar with
On Aug 30, 7:14 am, CuppoJava wrote:
> Hi Elliot,
> I've written a small game using Clojure and LWJGL, and I've run into
> the exact same issue (balancing between mutability and immutability)
> when I was working on it. The three approaches I tried were:
First of all, thanks for your input; I'm
I've been fiddling with the LWJGL [1] with a view to making a game for my
children. It's slow going because when I learn more about Clojure I end up
changing my mind about how I want things structured. OpenGL is all new to
me as well - as is game programming in general.
As part of my exploration
I've been casually interested in game development for a while. I
haven't done anything exciting, but I've been researching available
libraries and surveying the landscape. I haven't checked out JOGL, so
I'm not sure how it compares, but from what I've seen JMonkey looks
like a pretty nice game eng
Hi,
I'm using Clojure together with Processing and JBox2D to write small,
2D physics-powered games.
The constraint given by JBox2D is, that the physics simulation has to
be run in and only accessed from the same thread.
So the whole game simulation is confined to the physics simulation
thread and
On Aug 30, 6:55 pm, ztellman wrote:
> On Aug 30, 4:40 pm, Elliott Slaughter
> wrote:
> > Have you thought about OpenGL ES at all? I don't know the state of ES
> > in Java, but it would be really cool if I could use one Clojure
> > library to target both desktop and embedded systems.
>
> > Thanks
On Aug 30, 4:40 pm, Elliott Slaughter
wrote:
> On Aug 30, 12:20 am, ztellman wrote:
>
> > You may have already seen this and decided Cloggle was a bit more to
> > your liking, but I'm also working on a JOGL wrapper called Penumbra
>
> No, I hadn't actually seen this. My main reason for building
On Aug 30, 12:20 am, ztellman wrote:
> You may have already seen this and decided Cloggle was a bit more to
> your liking, but I'm also working on a JOGL wrapper called Penumbra
No, I hadn't actually seen this. My main reason for building on
Cloggle was that it was the only lib I was aware of; i
Hi Elliot,
I've written a small game using Clojure and LWJGL, and I've run into
the exact same issue (balancing between mutability and immutability)
when I was working on it. The three approaches I tried were:
The world is 1 ref containing the state of the game. Everything else
is immutable.
Spr
In general, staying on the purely functional side will most likely
kill your performance.
You will need some mutation (I'd like to be proven otherwise,
though).
And not mutation via refs and so on, but mutation in the Java sense.
So you'll have to create some Java classes for your game objects
It
On Sun, Aug 30, 2009 at 6:01 AM, Elliott Slaughter <
elliottslaugh...@gmail.com> wrote:
>
> All game simulation models I've seen used graphs of mutable objects;
> I'm not entirely sure how to move to a more functional model. One the
> one hand, reallocating the game world on every frame seems exce
On Sun, Aug 30, 2009 at 2:20 PM, ztellman wrote:
>
> You may have already seen this and decided Cloggle was a bit more to
> your liking, but I'm also working on a JOGL wrapper called Penumbra
> ( http://github.com/ztellman/penumbra/tree/master ). Documentation is
> thin, but here are some demos i
You may have already seen this and decided Cloggle was a bit more to
your liking, but I'm also working on a JOGL wrapper called Penumbra
( http://github.com/ztellman/penumbra/tree/master ). Documentation is
thin, but here are some demos in the src/examples subdirectory to
illustrate usage. At th
On Aug 30, 12:01 am, Elliott Slaughter
wrote:
> If anyone has suggestions on simulating interactions between trees of
> objects (especially on the Clojure way to do it), I'd appreciate it.
Check out Clojure Agents. A bunch of agents can interact by sending
messages, in a style similar to a grap
Hi,
I'm visiting from the Common Lisp game-dev crowd and wanted to try out
Clojure for writing games.
I saw some JOGL examples posted in this group, in addition to the
cloggle library which wraps some JOGL functionality. Cloggle is pretty
thin right now and uses glFunctionNames as they are, so I
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