Two months back, we went over the process of building a DSL for arithmetic operations and we introduced the concept of Catamorphism as a way to decouple the traversal of an AST from the operations we want to perform on it. We saw how it could help us compose operations before traversing the AST of... Continue Reading →
Building a Clojurescript game: AI
This post is the sixth in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. You can try the game at the following address. Our first post described the game and identified the following responsibilities, each of them will be developed in a different... Continue Reading →
Building a Clojurescript game: Application state
This post is the sixth in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. You can try the game at the following address. Our first post described the game and identified the following responsibilities, each of them will be developed in a different... Continue Reading →
Building a Clojurescript game: Rendering
This post is the fifth in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. You can try the game at the following address. Our first post described the game and identified the following responsibilities, each of them will be developed in a different... Continue Reading →
Building a ClojureScript Game: Thoughts on Spec
This post is the fourth in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. In our first post, we discussed the game, described its rules and came up with a basic target architecture. In our second post, we tested this architecture on a... Continue Reading →
Building a ClojureScript game: Tribolo Game logic
This post is the third in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. In our first post, we discussed the game, described its rules and came up with a basic target architecture. In our second post, we tested this architecture on a... Continue Reading →