Back to the Future: How 80s Arcade Games Taught me Clojure
summary
Built several tiny 2D games to force real Clojure practice: an infinite runner (student vs exams), a two-button chicken-and-egg demo, a cow-and-apples prototype, a Pac‑man-like maze, and a snake that collects balanced parentheses. Uses play-clj to run on JVM, then experiments with wrapped Java libraries for the later games. Complements reading and about 100 exercises on the online Clojure practice site. Shows concrete diffs: how entities are maps, pure update functions, game loop init/update/redraw, and incremental feature additions.
AI-written summary · about
chapters (19)
- 0:00Start
- 5:33Why Was It Good To Develop a 2-D Game in Order To Be Introduced to Java
- 6:41Infinite Runner Game
- 8:31The Chicken and the Egg Games
- 9:03What Was So Hard about Developing a Game
- 9:21Immutability
- 11:35Understanding the 2d Game Structure
- 12:05Basic 2d Game Structure
- 12:39Game Logic
- 13:15The Game Loop
- 14:59Find a 2-D Game
- 19:43Functions as Values
- 20:37Remove Collected Object
- 21:24Update the Player Position
- 21:47Thread Macros
- 23:55Add a Feature
- 28:43Write a New Game
- 31:27Recap
- 32:44The 2d Game Structure
related talks
40mFun with Functional Programming in Clojure
38mFun with Functional Programming in Clojure
01h 02mSolving Problems the Clojure Way
49mA whirlwind tour of functional programming in Clojure
25mFunctional Programming For High Schoolers
47mInteroperability: from Python to Clojure and the other way round
37mBottom Up vs Top Down Design in Clojure
18mWell I Wouldn't Want To Make a *Dys*functional Game
