TE
TechEcho
Home24h TopNewestBestAskShowJobs
GitHubTwitter
Home

TechEcho

A tech news platform built with Next.js, providing global tech news and discussions.

GitHubTwitter

Home

HomeNewestBestAskShowJobs

Resources

HackerNews APIOriginal HackerNewsNext.js

© 2025 TechEcho. All rights reserved.

Core: an experimental new way to write videogames

280 pointsby resatori9 months ago

23 comments

Alex-Programs9 months ago
Oooh, this is cool. I always like to see different approaches to game dev (despite never having published a game!). So far I&#x27;ve tried<p>- Bevy (Rust ECS engine), which is nice at first but has a lot of problems with its implementation and can become rather messy. I think it&#x27;s heavily dependent on the game. Part of it will be my own incompetence.<p>- Unity. IMO the system of gameobjects with composed modular components is the most utilitarian - it gets out of the way, and it&#x27;s easy to avoid spaghetti without requiring a really strict engine-dictated structure.<p>- Godot. I hated it. All of the awful heirarchy of OOP, a really poor builtin language, and &quot;signals&quot;, which are meant to decrease spaghetti but only increased it for me. Maybe I was using it wrong? I very rarely use inheritance to the point of being bad at using it.<p>- Pygame, back when I first learnt to code. It&#x27;s quite nice for small projects - it&#x27;s procedural at heart but you can make your own OOP or functional layers over it. There have been some surprisingly large projects made in it.<p>I don&#x27;t know Clojure, but it&#x27;s interesting to see someone make a functional implementation of something that stereotypically seems like a good fit for OOP.
评论 #41483110 未加载
评论 #41483034 未加载
评论 #41484006 未加载
评论 #41483691 未加载
评论 #41484037 未加载
评论 #41483417 未加载
评论 #41484674 未加载
评论 #41483584 未加载
评论 #41486247 未加载
评论 #41489074 未加载
评论 #41486167 未加载
评论 #41482966 未加载
评论 #41483134 未加载
评论 #41483072 未加载
评论 #41483170 未加载
评论 #41483275 未加载
评论 #41488443 未加载
评论 #41487936 未加载
评论 #41486550 未加载
kgeist9 months ago
It says game development can be made simple and then throws a whole of jargon at you: clojure vectors, datomics, atoms, transactions, malli schemas...<p>Can someone explain?
评论 #41484895 未加载
评论 #41483082 未加载
评论 #41484395 未加载
评论 #41484923 未加载
评论 #41483087 未加载
评论 #41483274 未加载
评论 #41483542 未加载
评论 #41484004 未加载
评论 #41483023 未加载
评论 #41483238 未加载
resatori9 months ago
To be honest I think this project actually failed. It is an overengineered mess and lacks any kind of clear structure.<p>The main problem is total lack of specification - because I didn&#x27;t come up with a story for the game or I think games maybe don&#x27;t need stories. So I just coded like a maniac because it&#x27;s just fun to code in clojure
评论 #41484288 未加载
评论 #41485944 未加载
nightowl_games9 months ago
As a game dev, this GitHub is comical to me. Bordering on parody of the kind of academic navel gazing that game devs stick their nose up at. Cherry on top is the ugly screenshot.
评论 #41484511 未加载
评论 #41484936 未加载
评论 #41483251 未加载
评论 #41483482 未加载
frompdx9 months ago
This post has generated a surprising amount of conversation for how little documentation this repo has. Looking at the code this looks more like a project rather than a game engine. The property editor looks interesting. Seems like this post is being upvoted based on the title vs the content.
评论 #41483676 未加载
ertucetin8 months ago
Kudos to you! I’m happy to see another Clojure developer like me using the language for game development, even though we sometimes make things harder for ourselves :) Currently, I’m developing a 3D multiplayer TPS shooter using Clojure. For anyone interested, here’s a demo link: <a href="https:&#x2F;&#x2F;prototype-game.pages.dev" rel="nofollow">https:&#x2F;&#x2F;prototype-game.pages.dev</a><p>I’ll also be posting a blog post about the journey soon!
评论 #41488276 未加载
kleiba9 months ago
I love Clojure, but isn&#x27;t a functional language with immutable data structures an odd choice for developing a video game?
评论 #41482816 未加载
评论 #41482751 未加载
评论 #41482771 未加载
评论 #41482767 未加载
评论 #41483380 未加载
评论 #41482746 未加载
astlouis449 months ago
There&#x27;s already a commercial platform for game creation called Core, powered by Unreal Engine 4)<p><a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Core_(video_game)" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Core_(video_game)</a>
philipov8 months ago
Sounds like a poorly-chosen name. It&#x27;s already taken by these guys: <a href="https:&#x2F;&#x2F;www.coregames.com&#x2F;create" rel="nofollow">https:&#x2F;&#x2F;www.coregames.com&#x2F;create</a>
评论 #41489814 未加载
ccvannorman9 months ago
It would be interesting to analyze data of &quot;time&#x2F;complexity spent on game engines&quot; vs &quot;complexity&#x2F;interest&quot; of produced games.<p>As a game developer, I expect to see a log curve of diminishing returns of novel games given any simple templating&#x2F;engine system.<p>In other words, the better you make your cookie cutting machine, the less variance your cookies will have.
vlmutolo9 months ago
&gt; The whole game state is stored in one atom: app&#x2F;state and entities are again atoms inside the main atom (like in our universe).<p>I don’t know clojure. Is this normal terminology, ie to use “atom” this way? Seems like a bad name for the concept since the whole idea of “atoms” is that they’re indivisible (back when physics thought they were indivisible).
评论 #41484138 未加载
评论 #41484162 未加载
SteveSmith163848 months ago
I remember joking 10-15 years about how Sourceforge seemed to have far more game engines than actual games. Is this another one to add to the list?
breck9 months ago
Interesting! I worked on something similar once. I would recommend you go further and try to do this for 3D&#x2F;4D. Orders of magnitude more interesting! In my efforts, I hit a wall where it wasn&#x27;t very interesting anymore.<p>Also, how about clojurescript so you could run this in browsers?<p>My user test: <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=gcMBaQI7d-c" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=gcMBaQI7d-c</a>
评论 #41484334 未加载
redsaz9 months ago
&gt; The only thing missing is a game<p>I&#x27;ve seen this story of &quot;I want to make a game&quot; [proceeds to make a game engine instead] happen in my own life (my engines were never any good or complete though), and in countless other programmers lives.<p>It may be the trap of thinking that &quot;If I get the hard part out of the way first (which is writing the engine code, right? Right? Anyone?), then the rest of the game making process will be easy&quot; that gets me.<p>Or maybe it&#x27;s finding out along the way that it was more fun to make the engine than the game itself: &quot;check it out, I completely redid the particle effects and I can now do 100x more particles at 60fps, how cool is that?&quot;<p>There&#x27;s way more easier-to-see improvements in the making of the engine, than in the making of the game itself, and so we (ok, I) keep optimizing the engine because those are quick dopamine payoffs compared to the slower payoff of having a polished game that&#x27;s actually fun for the target audience to play. Sure, I might tell myself that the game I want is only possible once I have the engine first, so I&#x27;d better concentrate on that before making the actual game, and there&#x27;s some logic to it. But without a clear idea of what the game will actually be, it&#x27;s easy to fall into the trap of endlessly adding and refining features, rather than actually try and use those features in anything beyond a slick demo.<p>To combat the tendency of only making an engine rather than a game in my latest hobby project, I picked an already existing engine (Phaser js) and tried to get something interactive on the screen ASAP &quot;with the stupidest, least designed code possible&quot;, and it mostly worked to get me a playable (ish) game! Granted, it&#x27;s a knockoff puzzle game but hey, I sometimes find myself &quot;playtesting&quot; it instead of what I should really be doing, which is refactoring the code for what I&#x27;d like to have it do next, so I&#x27;m marking it as a win.
评论 #41497573 未加载
slater9 months ago
No relation to the Core Games game kit.. thing..<p><a href="https:&#x2F;&#x2F;coregames.com&#x2F;" rel="nofollow">https:&#x2F;&#x2F;coregames.com&#x2F;</a>
lincon1279 months ago
Making games has always been simple. Making engaging games is what requires a little more work.
Dansvidania9 months ago
i am going to check it out, thanks for sharing!<p>I am learning Clojure and would love to use it for some hobby game-dev, but I have not found a way to compile to html so I am using Godot instead. Not really in awe of the OOP approach though.
评论 #41483577 未加载
zomglings8 months ago
Are there any games that are playable right now implemented in Core?
评论 #41498852 未加载
Apocryphon9 months ago
Superb username
评论 #41483546 未加载
评论 #41483505 未加载
jbverschoor9 months ago
Does nobody use cocos?
评论 #41485952 未加载
deisteve9 months ago
for the love of god do not use clojure for game dev<p>absolutely not recommended even for solo<p>i would not recommend it for any sort of web app either<p>clojure&#x2F;atomic is ovverated
jheriko9 months ago
; set max speed so small entities are not skipped by projectiles ; could set faster than max-speed if I just do multiple smaller movement steps in one frame<p>jesus wept. sweep. c&#x27;mon.
Dalewyn9 months ago
I thought this was something to do with RPG Maker[1].<p>They (you?) should change the name given the obvious trademark and general confusion issue.<p>[1]: <a href="https:&#x2F;&#x2F;www.rpgmakerweb.com&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.rpgmakerweb.com&#x2F;</a>
评论 #41482653 未加载
评论 #41482642 未加载
评论 #41482608 未加载