Ludum Dare 34 Postmortem
A developer's postmortem analysis of creating a game simulation in Clojure for the Ludum Dare 34 game jam, covering technical choices and lessons learned.
Steve Losh is a software engineer and Lisp enthusiast who writes about Common Lisp, functional programming, and game development. His blog covers practical programming techniques, symbolic computation, macros, and building small projects and emulators.
62 articles from this blog
A developer's postmortem analysis of creating a game simulation in Clojure for the Ludum Dare 34 game jam, covering technical choices and lessons learned.
An introductory explanation of permutation patterns, covering basic permutations, slot restrictions, and their relevance to programming and mathematics.
Analyzing patterns in Bob Ross Twitch chat data using n-gram frequency, percentiles, and spikiness scores to identify event-driven viewer reactions.
Analyzing Twitch chat data from Bob Ross painting marathons on Twitch Creative, including scraping methods and message volume statistics.
A guide to writing effective technical documentation that teaches users, not just tells them, focusing on programming languages and libraries.
A series of short, philosophical stories (koans) about Git, illustrating its principles and commands through parables.
A thought experiment exploring how to build fundamental programming constructs like lists and numbers using only lambda calculus and closures in JavaScript.
A technical tutorial on implementing region mapping for a roguelike game in Clojure, part of a series on game development.
A programmer details his extensive customization of modern keyboards and software to emulate the legendary Space Cadet Keyboard for efficiency.
A guide to setting up and configuring the Mutt terminal-based email client on OS X, tailored for Gmail/Google Apps users.
Part 6 of a series on building a roguelike game in Clojure, covering refactoring, a combat system, and messaging infrastructure.
A technical interlude in a Clojure roguelike tutorial series, focusing on refactoring code and solving a protocol/macro problem for entity systems.
Part 5 of a series on implementing a roguelike game in Clojure, covering adding multiple entities, lichen monsters, and game mechanics.
Part 4 of a series on implementing a roguelike game in Clojure, covering refactoring, entities, protocols, player display, movement, and digging.
A technical blog post about refactoring a Clojure roguelike game, covering record creation, update-in, and namespaces.
A technical tutorial on implementing viewport scrolling and refactoring UI drawing code for a roguelike game written in Clojure.
A technical blog post detailing the implementation of a world-smoothing algorithm using cellular automata in Clojure for a roguelike game development series.
Part 3.1 of a series on implementing a roguelike game in Clojure, covering world generation and display code.
A technical walkthrough of implementing a game loop and UI system in Clojure, inspired by a roguelike tutorial.
A developer documents writing a roguelike game in Clojure, covering project setup, libraries, and initial code.