resatori
Open source Action-RPG game (Clojure)
New Release of Cyber Dungeon Quest, Open Source Clojure Action RPG Engine
clojure.gdx – Clojure API for Libgdx
Moon – Clojure RPG editor and engine [video]
Fullmoon: Clojure RPG Maker
clojure.ctx – A programming language for game development
clojure.world – Crafting worlds with alien technology
clojure.gdx – DSL for writing games
What you mean 4D? I had already an replay mode working and was thinking of implementing time travel, but at the moment that code is dead.
3D sounds interesting but so far haven't done much 3D programming and I'm also broke.
I would explore more but have released the library as I may not have the funds to continue.
Let's see!
This is a libgdx backend for web. Should be possible to use with clojure but haven't tried. This is actually the most interesting next step for the engine I think - would let anyone try the game from the browser!
Even if it's would be hard on performance o think it would be worth it - I would just make the game turn based then
The main problem is total lack of specification - because I didn't come up with a story for the game or I think games maybe don't need stories. So I just coded like a maniac because it's just fun to code in clojure
I am using them to construct side effects which I call 'transactions' (similar to datomic) [:tx/foo 3] where :tx/foo is a keyword and uniquely identifies the component behaviour.
Also most of the sprite rendering is the main problem, which an atlas texture could also improve even more. (Right now all creature animations are separate texture files).
And you can always step down a level to java if the need arises!
Combined with clojures way of handling immutable datastructures so well & the excellent protocol system (https://www.freshcodeit.com/blog/clojure-protocols-and-the-e...) I could separate the whole game easily into separate components.
For example side effects are just vectors of `[:tx/foo param]`.
Core: New way to develop video games
Automated Testing for League of Legends (2016)
Multiplicative Game Design (2018)
The Tech of Planetary Annihilation: ChronoCam (2013)
I am trying this approach right now with the functional clojure 2d engine 'gdl'https://github.com/damn/gdl , which just 'organically' evolved out of developing https://github.com/damn/Cyber-Dungeon-Quest , an action RPG.
Which means that all features have been created by an actual need.