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Re:The IDE as a value by VMG on Friday January 25, 2013 @12:57PM (#5116693)
I see these games as proofs of concept.

Is there any inherent reason why you couldn't write a performant game in ClojureScript, if you took the time and energy to focus on performance and polish as much as with other games?

I don't think the point of these articles is "if you want to write a game better do it in Clojure with CES" but "look at this interesting programming concept"

Re:The IDE as a value by Domenic_S on Friday January 25, 2013 @01:28PM (#5116859)
> Is there any inherent reason why you couldn't write a performant game in ClojureScript

From the parent:

if you want to run at a reasonable framerate you need to perform quite some logic in about 16 milliseconds[...] simply "iterating" over a seq made of a hundred elements in Clojure apparently takes more time than that.

Re:The IDE as a value by sgrove on Friday January 25, 2013 @02:02PM (#5117041)
But that was the point - you can write it cleanly in ClojureScript, experiment, find bottlenecks, then drop down to Javascript for the tight parts, and clean it up (beautifully) with macros.

There's obviously a tradeoff here with immutability/correctness/speed, but when you need to iterate over thousands (or hundreds of thousands) of items, you can get 'native' speed when you need it.

Re:The IDE as a value by ibdknox on Friday January 25, 2013 @02:21PM (#5117131)
FWIW, this is exactly what we did and chromashift has native JS level performance.