Project ending is hard. Every gamedev knows it. I’m feeling it “well” now at my job. And also at my side project. Continue reading “There is no end”
Can we code better?
Is there better way to program? Can we code faster? With fewer errors, less writing? Could we read it easily and understand it without problems?
Why do we love Clojure?
I love Clojure, because it’s excellent life hacker tool. It’s most pragmatic & expressive language. Makes me more productive. I can achieve more with less. And less is more.
Abstraction versus explicity
Real battle in programming isn’t about, if Functional Programming is better than Object Oriented. It is not also, which language is better. But it’s all about abstraction versus explicity balance. And persisting it, is the most challenging thing in all programming field.
Live functional game programming in Unity using Arcadia with Clojure
Last Wednesday I performed on KTNG Polygon presentation about my experiments with functional programming games with Arcadia Unity and Clojure (modern Lisp dialect).
Continue reading “Live functional game programming in Unity using Arcadia with Clojure”
Przygotowanie środowiska Arcadia Unity!
Jestem podekscytowany!
Dzięki temu mogę dynamicznie zmieniać kod URUCHOMIONEJ gry podczas jej tworzenia!
Mieszanka wybuchowa – Unity i … programowanie funkcyjne
Drugim element, o którym wspominałem w poprzednim poście, który chcę wykorzystać podczas projektu jest programowanie funkcyjne w Unity za pomocą Clojure (dialekt Lispa) korzystając z Arcadia Unity i edytora tekstu Emacs.
Continue reading “Mieszanka wybuchowa – Unity i … programowanie funkcyjne”