On Jul 27, 5:07 pm, Benny Tsai <benny.t...@gmail.com> wrote: > Hi Oskar, > > I just came across this article yesterday, which I thought you may find > useful. It's a 4-part series where the author discusses his experience > implementing games in a functional style: > > http://prog21.dadgum.com/23.html > > He was using Erlang, but I think many of the same ideas apply here as well. > Hope this helps.
Hm it seems like what he did was a bit extreme. Would you do it that way? In Clojure you could just use atoms and all would be well, right? My game is going to be quite a bit more complex than Pac-Man, the game- state is going to be way more complex. I have a hard time coming up reasons why this would be better. My function that I wanted that checks if two characters are close enough to each other is just a very small part of my game. And I could make just that function fuctional and my list of benefits would be nil. Sure, immutable data structures is great, for example, but in this case, I don't see how making the game purely functional would make the code better. But I could be wrong of course. It's kind of hard to imagine. If enough people say "Yes, do it!" I might try it. -- You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com Note that posts from new members are moderated - please be patient with your first post. To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en