<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Racket on emsenn.net</title><link>https://emsenn.net/tags/racket/</link><description>Recent content in Racket on emsenn.net</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sun, 19 Jan 2020 00:00:00 +0000</lastBuildDate><atom:link href="https://emsenn.net/tags/racket/index.xml" rel="self" type="application/rss+xml"/><item><title>Babble, 2020-01-19 – Anatomy of Things</title><link>https://emsenn.net/blog/2020-01-19-anatomy-of-things/</link><pubDate>Sun, 19 Jan 2020 00:00:00 +0000</pubDate><guid>https://emsenn.net/blog/2020-01-19-anatomy-of-things/</guid><description>&lt;p&gt;In this post I&amp;rsquo;d like to explain how things (in-game objects) work. (This will also, incidentally, be a short tutorial on lambda calculus and closures.)&lt;/p&gt;
&lt;p&gt;In the language of game design, Racket-MUD uses a type “entity component system,” more or less. I call it quality of things, and developed it mostly in the isolation of solitary hacking, so there are some differences.&lt;/p&gt;
&lt;p&gt;Everything a user interacts with inside Racket-MUD is a thing, and every thing has qualities, which define its capabilities.&lt;/p&gt;</description></item></channel></rss>