2 ms·
As a game developer, the treatment of perception vs. presumed authority about the state of a system resonated with me. Trying to infer a state of a system, giv
by zach 16y ago
As a game developer, the treatment of perception vs. presumed authority about the state of a system resonated with me. Trying to infer a state of a system, given observations that are already in the past, is something networked game developers are especially familiar with.
Actually, Clojure would be a great host for a library that makes deriving a valid and consistent state from multiple observations in the past, something every networked game needs to do, more regular and predictable. That's often one of those "scary" parts of a game's code base. Things get pretty hairy, there is a lot of ad-hoc code, bugs are hard to track down and nobody wants to mess with it so it tends to get even cruftier and scarier.
- frou_dh 16y agoBut the use of an existing game engine or other substantial middleware might impose certain idioms on you. I worked on an MMO myself, though not on game logic. Anyway, I agree that Clojure's strengths being used in gamedev is an exciting prospect!
- zach 16y agoVery true, and ultimately why I think Clojure is a lot more ripe for nontraditional markets than expecting it to break into mainstream game development. There may be quirky and clever developers who put Clojure into mainstream game technology, but I think new platforms are where it can achieve the greatest leverage.
- frou_dh 16y agoSpeaking of that, my interest in big movie-wannabe games is dwindling rapidly, both as a player and career. Simple focused games and playthings are what I find myself admiring.