Clojure in live sports television
summary
Clojure-based pipeline uses core.async workers (collectors + async-join workers) to ingest game servers (OverWatch, Heroes of the Storm, Call of Duty), tournament systems and SIDs, transform immutable EDN snapshots (some ~250KB), and emit broadcast and stage graphics with redundancy, idempotency and reconciliation. Integrations serialize EDN to disk as an EDN replay file for deterministic playback, replace collectors with fakers, and achieve live operation with no data loss and zero downtime in production.
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chapters (13)
- 0:00Introduction
- 1:21Talk goals
- 2:472015 Clojure decision
- 12:43Live sports demands
- 20:52Clojure in high-stakes
- 22:58Reliability architecture
- 27:10Core.async in data engine
- 32:06Data-oriented design
- 33:33Interactive dev in production
- 39:10Simplicity under stress
- 40:35Clojure beyond live production
- 41:37Situated programming
- 42:19Closing & Q&A
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