<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Clojure on Symbolics LISP Engineering</title><link>https://symbolics.lisp.engineer/tag/clojure/</link><description>Recent content in Clojure on Symbolics LISP Engineering</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Wed, 09 Nov 2016 19:30:24 +0000</lastBuildDate><atom:link href="https://symbolics.lisp.engineer/tag/clojure/index.xml" rel="self" type="application/rss+xml"/><item><title>Aiband, a Clojure Unity Roguelike</title><link>https://symbolics.lisp.engineer/aiband-a-clojure-unity-roguelike/</link><pubDate>Wed, 09 Nov 2016 19:30:24 +0000</pubDate><guid>https://symbolics.lisp.engineer/aiband-a-clojure-unity-roguelike/</guid><description>&lt;p&gt;I&amp;rsquo;ve decided to participate in &lt;a href="https://itch.io/jam/procjam"&gt;ProcJam 2016&lt;/a&gt; this year.&lt;/p&gt;&#10;&lt;p&gt;For a change of pace, I&amp;rsquo;m building a small roguelike in Clojure with a Unity3D front-end. This is an interesting challenge as Clojure allows for (even strives for) purity, but doesn&amp;rsquo;t have a well-integrated, easy to use state monad and related syntax like Haskell, making it hard to use (for example) random numbers purely.&lt;/p&gt;&#10;&lt;p&gt;So, I&amp;rsquo;m making an almost-pure version, with the impurities of the random numbers &amp;ldquo;allowed,&amp;rdquo; for now. I may explore writing/refactoring my code to allow for the use of Clojure&amp;rsquo;s threading macros.&lt;/p&gt;</description></item></channel></rss>