Steve Losh 7/14/2012

The Caves of Clojure: Interlude 1

Read Original

This article is part of a series on building a roguelike game in Clojure. It details the refactoring process using tools like Kibit, then dives into a core technical problem: how to handle shared behavior (like movement) across different entity types (Player, Lichen, Bunny) using Clojure protocols and macros to avoid code duplication.

The Caves of Clojure: Interlude 1

Comments

No comments yet

Be the first to share your thoughts!

Browser Extension

Get instant access to AllDevBlogs from your browser

Top of the Week