Earlier quoted context omitted.
> The point about lack of tooling for Babylon.JS is interesting: a lot of times I see people wanting to release games but spending most of the time building tools... sometimes all of the time. It is a delicate balance! Ah we all know what we really want to do - build tools! A game just makes the journey a tad more interesting.
Or, we want to make a game, but we also want to make the base a reusable game engine, so we can later make another game with it, and this way we can also make simpler tech demos on the way to impress our friends (real or on social media), and because of that we need to do this properly, and wait I remember the Virtual File System in StarCraft was fascinating to me as a kid, let's do something like it, and wow did you…
I made a multiplayer shooter game in Lisp, here is my journey
51–57 of 57 posts
Re: I made a multiplayer shooter game in Lisp, here is my journey
#52Re: I made a multiplayer shooter game in Lisp, here is my journey
#53I have a question if you don't mind. I don't know clojure at all, and I may be misreading things, but from this comment on your site: > Game development is fundamentally an art of state management. States are everywhere, and managing numerous unrelated systems in harmony is a challenging task. While Clojure’s immutability by default offers many advantages, it also introduces complexity. To handle the intricate state…
Even in cases where you often do have mutation, say in databases, the benefits of a functional approach lie having pure functions between mutations rather than one big ball of Xs sometimes mutatingYs via Zs.
Here[0] is a wonderful talk that demonstrates this in practice.
Re: I made a multiplayer shooter game in Lisp, here is my journey
#54How many closing parenthesis do you have on a last line?
If you want to have closing parentheses on separate lines the code simply becomes to long.
I didn't understand this when I started writing Lisp, but that style has its advantages and is supported by the editors.