samth
2021-8-20 14:28:50

samth
2021-8-20 14:29:09

Unfortunately it passes on my machine. Any ideas what might be going wrong?


jestarray
2021-8-20 20:17:24

Writing video games in a pure functional style is verrry weird….. because it feels sort of natural that you must mutate x & y positions over time opposed to creating a new copy that has the updated values considering the high frequency games run at… not to mention since games can get very performance constrained due to needing to run at 30–60FPS, making copies is less perf efficient opposed to mutating. Has anyone made a commercial game with racket? If so I’m curious if you did it in functional style or did you just use set! everywhere


capfredf
2021-8-20 20:38:19

For a scribble file (using scribble/base), is it possible to add a dom element for the exported html?



capfredf
2021-8-20 20:47:35

I don’t think people have developed a commercial game in Racket.


capfredf
2021-8-20 20:49:19

Using side effects for mutating sprites’ x & y coordinates and other stuff seems very reasonable to me


capfredf
2021-8-20 20:50:32

It looks like I need a dom-addition of sorts


alexharsanyi
2021-8-20 22:07:55

Interestingly enough, the rendering pipeline for GPUs is actually following this no-copy style: you cannot mutate anything on a GPU, you create a new command buffer with a copy of the data (usually referencing larger, read only structures such as textures) and add these commands to a command queue for execution.


alexharsanyi
2021-8-20 22:09:05

What is more interesting is that the APIs themselves such as DirectX and OpenGL are actually hiding this model behind an apparently mutable interface.


alexharsanyi
2021-8-20 22:18:31

Even on a CPU side, if you need to model complex terrain deformation, such as when modeling digging, it is faster to create an updated copy of the data than updating it in place. I may or may not have a lot of experience with this :grinning: