[DESIGN] Clojure?

3 messages in this thread from mud-dev2 in 2009-01

  1.   Matt Cruikshank <mattcruikshank@gm...com> 01-16 20:02
  2.   Richard Tew <richard.m.tew@gm...com> 01-22 17:24
  3.   Matt Cruikshank <mattcruikshank@gm...com> 02-09 17:57

Matt Cruikshank <mattcruikshank@gm...com>

2009-01-16 20:02:56
Replies: Richard Tew
Has anyone considered using Clojure to implement a MUD / MMO?

http://clojure.org/

It seems like it has an interesting mix of technologies that might
make parts of MUD development much, much easier.

-Matt Cruikshank
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Richard Tew <richard.m.tew@gm...com>

2009-01-22 17:24:42
On Fri, Jan 16, 2009 at 3:02 PM, Matt Cruikshank
<mattcruikshank@gm...com> wrote:
> Has anyone considered using Clojure to implement a MUD / MMO?
>
> http://clojure.org/
>
> It seems like it has an interesting mix of technologies that might
> make parts of MUD development much, much easier.
Like?

Richard.
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Matt Cruikshank <mattcruikshank@gm...com>

2009-02-09 17:57:41
>> It seems like it has an interesting mix of technologies that might
>> make parts of MUD development much, much easier.
>
> Like?
Well, Clojure is designed from the ground up to support concurrent
threads.  Most of the heavy lifting is done by executing functions
against memory that is inherently transactional, but requires no
thread locks.  This seems perfect for tons of players and mobs
interacting with a world that needs coherent updates.

Some of the design concepts in Clojure strike me as revolutionary.

But, it's a Lisp-like language, and it's implemented on top of JVM, so
I'm not 100% sure I'd want to go diving right in.  :-)

-Matt
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3 messages in this thread from mud-dev2 in 2009-01