~/talk

Functional Game Engine Design for the Web

Talkat Clojure/west 2016 · 2016-04-15..04-16· [game-development, web-platform]
slides:none on file

A functional, data‑driven web game engine is built with Clojure/ClojureScript using an entity‑component‑system where game state is a hashmap and systems compose into a single state -> state loop. Tooling includes REPL, Devcards and a React inspector that live‑edits specs. Performance notes: targets 60 FPS, runs 100+ objects, observes 7–10% GC time, gets 30–40% speedups from static functions and Google Closure Compiler advanced optimizations. Practical rules: prefer multiple arities over partials, avoid multimethods, reduce intermediate collections, use transients/arrays or loop/reduce for hot paths.

AI-written summary · about

  1. 0:00Start
  2. 0:56What is a game?
  3. 2:00Why another game engine for the web?
  4. 2:44The appeal of functional programming to express complex games
  5. 6:15Modularity
  6. 22:37Tooling
  7. 26:05Performance tuning
  8. 26:23Use the profiler
  9. 32:42Demo
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