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constant audio cuts make this unpleasant to watch.
Yeah that was a shame, it was my first time playing with the cam/mic setup and I got something a bit wrong. It's worst at the start of the talk so if you can bear through it then ace. Otherwise I'm also looking talking to someone about subtitling it, so when those are available I'll add them to the video and make them available on my github.
Not sure the process, but it's possible on YouTube to allow community members to add captions for your videos (after approval by the channel owner); who knows, maybe a few generous folks with some spare time would do the work for you
Haven't watched the video yet because I'm at work, so pardon my likely misunderstanding of what the video is about, but wasn't there also someone working on something like this in Racket? Are you aware of each other's work?
I expect that's Alex Charltons work on glls, we've only chatted briefly but I naturally am excited by what he was oing. Or maybe davexunit it who doing some monadic gl work in guile. A few folks hang out on #lispgames on freenode. It's a small corner of a small scene, but it's fun.

If you are interested in this stuff also look at kovasb's gamma library for clojure or any number of cool project for haskell.

Thanks for the names, I'll google them :)
When was this meetup? Shame I didn't know about it :(
It was on 13/03. It was on meetup.com & r/lisp but I wasn't sure of other places to shout about it without being spammy. I'd love to meet up with some other local lispers though.
This is cool, and is actually quite a nice intro to the model underlying GL even outside the lispy stuff.

If, unlike the presenter, you don't mind higher level engines and stuff, you might like Arcadia, which brings Clojure to Unity:

http://arcadia-unity.github.io/

Arcadia is very cool, having access to unity's content pipeline must be wonderful. What is your process for managing the gap between the running game state and the code. For example, you are tweaking the attack damage of some enemy-ship in the repl and you find a values that feels good, do you then jump to code and update the enemy-ship's data or do you have a system that handles 'committing' your changes from the live instance into the code?
Usually your editor is hooked up to the REPL, so once you've found the perfect value, you just leave it as it is
Can't wait to the next hackathon I am going. I am so going to play around with this!