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I have looked at clojure for doing this somewhat recently (about 8-10 months ago) and the main issue I ran into was lack of bindings to some of the more necessary APIs for doing it these days (SDL, OpenGL, etc.). Some of them existed but were very badly documented/maintained which put me off of it a bit, but I do think that there are some definite things that could be gained with using Clojure at least (Of course you can use the JVM bindings directly, but that was starting to look very ugly as I played with doing so).


While Clojure-esque bindings don't exist (that I know of), you can always just use direct calls to OpenGL functions via the LWJGL library. Even write a nice wrapper around them that could be open-sourced. Clojure has complete interop with Java libraries, remember :)

You can also check out the nice wrapper around the Processing library called quil: https://github.com/quil/quil


Last time I've checked (a few years ago) Penumbra was nice clojure-sque OpenGL wrapper. But it seems it's abandoned. Shame, it was really nice, even had clojure DSL to write shaders.

https://github.com/ztellman/penumbra


Or Try libGDX http://libgdx.badlogicgames.com

It is a framework developed around LWJGL for the desktop and also has an Android backend. libGDX lets you use OpenGL without worrying about how OpenGL works.




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