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Arcadia: Unity 3D Development in Clojure

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31–34 of 34 posts

Re: Arcadia: Unity 3D Development in Clojure

#31
post #25

Earlier quoted context omitted.

Clojure-CLR is the real deal, too - 1.7, transducers, etc. nREPL support's probably coming soon.

That would be fantastic. If it could hook up to LighTable OOTB that would be a fantastic way to introduce people to it.

That would be amazing! Can you invoke command line scripts from LT? If so you could just use our included REPL client implemented in Ruby. Otherwise you'd have to port it to ClojureScript, but the client is designed to be simple enough to make that easy to do.

Re: Arcadia: Unity 3D Development in Clojure

#32

Kudos to the developers! I've tried arcadia right before the public release. It worked perfectly. This tool opens a lot of interesting possibilities. Also it makes Unity 3D development feasible for me because the code becomes so succinct. You have to see it. Thing of beauty!

Thanks!

Re: Arcadia: Unity 3D Development in Clojure

#33

Earlier quoted context omitted.

That would be fantastic! There would need to be ClojureScript style restrictions on the code though, right? IL2CPP wouldn't allow (eval) at runtime by its nature.

Good question, reflective code emission won't work on some platforms. We think this will only be an issue for eval. In the future we'll probably have options for disabling eval while retaining macros for AOT.

IL2CPP seeks to provide similar functionality as AOT platforms supported by mono today (e.g. iOS). If something works on iOS, it has a very good chance of running on an IL2CPP supported platform.

Re: Arcadia: Unity 3D Development in Clojure

#34
post #25

Earlier quoted context omitted.

That would be fantastic. If it could hook up to LighTable OOTB that would be a fantastic way to introduce people to it.

That would be amazing! Can you invoke command line scripts from LT? If so you could just use our included REPL client implemented in Ruby. Otherwise you'd have to port it to ClojureScript, but the client is designed to be simple enough to make that easy to do.

Yep, though it's not as easy as it could be yet. The best way currently is to write your own command leveraging our spawning APIs (a thin wrapper around node's child_process module with some extra cljs sugar).
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