Making Games at Runtime with Clojure
summary
Projects include Nightcode IDE and Nightmod, and the game library play-clj maps game state as pure functions over an entities vector so the heart of a game is a single map operation. Built-in time-rewinding stores an entities snapshot every frame and restores it on demand. LibGDX interop uses macros to wrap Java calls; an HTML docs generator hides Java javadoc. Android export works but has low frame rates; Robovm iOS builds require linking ~7,000 Java classes making binaries too large. Simple pmap parallelism raises FPS into the 40s on a 1.1 GHz Celeron.
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chapters (9)
- 0:00Introduction and background
- 3:33Game development in Clojure
- 5:59Philosophy of indie games
- 10:47Leveraging existing frameworks
- 13:21Technical overview of play-clj
- 17:38Macros and documentation
- 22:11Teaching and modding games
- 25:22Advanced game programming
- 32:40Games as an art form








