I've been casually interested in game development for a while. I
haven't done anything exciting, but I've been researching available
libraries and surveying the landscape. I haven't checked out JOGL, so
I'm not sure how it compares, but from what I've seen JMonkey looks
like a pretty nice game engine. It might be worth a look.

http://www.jmonkeyengine.com/

-Travis

On Aug 30, 12:01 am, Elliott Slaughter <elliottslaugh...@gmail.com>
wrote:
> Hi,
>
> I'm visiting from the Common Lisp game-dev crowd and wanted to try out
> Clojure for writing games.
>
> I saw some JOGL examples posted in this group, in addition to the
> cloggle library which wraps some JOGL functionality. Cloggle is pretty
> thin right now and uses glFunctionNames as they are, so I've added
> some patches to convert glFunctionNames to Lispier function-names, and
> tried to Lispify the interface in general [1].
>
> I think I'd be fairly comfortable writing a graphics engine with my
> patched version of cloggle. What I'm not so sure about is writing the
> game simulation model.
>
> All game simulation models I've seen used graphs of mutable objects;
> I'm not entirely sure how to move to a more functional model. One the
> one hand, reallocating the game world on every frame seems excessive
> (even if Java's GC is fast), and on the other hand putting refs
> everywhere a value could potentially change seems equally excessive
> (and probably detrimental to performance).
>
> I just saw zippers on the other libraries page, but haven't had the
> time to read it and don't know if it meets my needs or not.
>
> If anyone has suggestions on simulating interactions between trees of
> objects (especially on the Clojure way to do it), I'd appreciate it.
> Comments on my cloggle patches also welcome.
>
> [1]http://github.com/slaguth/cloggle/tree/master
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