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A rules engine for Clojure(Script)

Clojars Project

O'Doyle does indeed rule. And you will, too, when you use O'Doyle Rules, a rules engine for Clojure and ClojureScript. Stop being one of those jabronis that don't rule things. When I was a kid in Virginia our teacher tried to teach us the names of cities in our state by letting us be the "rulers" of them. My buddy Roger said he ruled Richmond. I said I ruled Chicago because I was a Bulls fan and didn't understand geography. I don't recall why I'm telling you this.

Documentation

Comparison to Clara

O'Doyle is different than Clara in a few ways.

Advantages compared to Clara:

  • O'Doyle stores data in id-attribute-value tuples like [::player ::health 10] whereas Clara (by default) uses Clojure records. I think storing each key-value pair as a separate fact leads to a much more flexible system.
  • O'Doyle has built-in support for updating facts. You don't even need to explicitly do it; simply inserting a fact with an existing id + attribute combo will cause the old fact to be removed. This is only possible because of the aforementioned use of tuples.
  • O'Doyle provides a simple ruleset macro that defines your rules from a map of plain data. Clara's defrule macro creates a global var that is implicitly added to a session. I tried to solve that particular problem with my clarax library but with O'Doyle it's even cleaner.
  • O'Doyle makes no distinction between rules and queries -- all rules are also queries. Clara has a separate defquery macro for making queries, which means potential duplication since queries can often be the same as the "left hand side" of a rule.
  • O'Doyle has nice spec integration (see below).

Disadvantages compared to Clara:

  • Clara supports truth maintenance, which can be a very useful feature in some domains.
  • Clara is probably faster out of the box (but check out the "Performance" section below).

The design of O'Doyle is almost a carbon copy of my Nim rules engine, pararules.

Your first rule

Let's start by just making a rule that prints out a timestamp whenever it updates:

(require '[odoyle.rules :as o])

(def rules
  (o/ruleset
    {::print-time
     [:what
      [::time ::total tt]
      :then
      (println tt)]}))

;; create session and add rule
(def *session
  (atom (reduce o/add-rule (o/->session) rules)))

The most important part of a rule is the :what block, which specifies what tuples must exist for the rule to fire. The key is that you can create a binding in any column by supplying a symbol, like tt above. When the rule fires, the :then block is executed, which has access to the bindings you created.

You can then insert the time value:

(swap! *session
  (fn [session]
    (-> session
        (o/insert ::time ::total 100)
        o/fire-rules)))

The nice thing is that, if you insert something whose id + attribute combo already exists, it will simply replace it.

Updating the session from inside a rule

Now imagine you want to make the player move to the right every time the frame is redrawn. Your rule might look like this:

(def rules
  (o/ruleset
    {::move-player
     [:what
      [::time ::total tt]
      :then
      (o/insert! ::player ::x tt)]}))

As an aside, you can also insert from inside a rule like this:

(def rules
  (o/ruleset
    {::move-player
     [:what
      [::time ::total tt]
      :then
      (-> session
          (o/insert ::player ::x tt)
          o/reset!)]}))

The session will have the current value of the session, and reset! will update it so it has the newly-inserted value. This is nice if you want to thread a lot of calls together, or if you want to write code that works the same both inside and outside of the rule.

Queries

Updating the player's ::x attribute isn't useful unless we can get the value externally to render it. To do this, make another rule that binds the values you would like to receive:

(def rules
  (o/ruleset
    {::move-player
     [:what
      [::time ::total tt]
      :then
      (o/insert! ::player ::x tt)]

     ::player
     [:what
      [::player ::x x]
      [::player ::y y]]}))

As you can see, rules don't need a :then block if you're only using them to query from the outside. In this case, we'll query it externally and get back a vector of maps whose fields have the names you created as bindings:

(swap! *session
  (fn [session]
    (-> session
        (o/insert ::player ::x 20)
        (o/insert ::player ::y 15)
        o/fire-rules)))

(o/query-all @*session ::player)
;; => [{:x 20, :y 15}]

Avoiding infinite loops

Imagine you want to move the player's position based on its current position. So instead of just using the total time, maybe we want to add the delta time to the player's latest ::x position:

(def rules
  (o/ruleset
    {::player
     [:what
      [::player ::x x]
      [::player ::y y]]

     ::move-player
     [:what
      [::time   ::delta dt]
      [::player ::x     x {:then false}] ;; don't run the :then block if only this is updated!
      :then
      (o/insert! ::player ::x (+ x dt))]}))

(reset! *session
  (-> (reduce o/add-rule (o/->session) rules)
      (o/insert ::player {::x 20 ::y 15})
      (o/insert ::time {::total 100 ::delta 0.1})
      o/fire-rules))

(o/query-all @*session ::player)
;; => [{:x 20.1, :y 15}]

The {:then false} option tells O'Doyle to not run the :then block if that tuple is updated. If you don't include it, you'll get an exception because the rule will cause itself to fire in an infinite loop. If all tuples in the :what block have {:then false}, it will never fire.

While {:then false} says "this fact should never cause this rule to trigger", you may actually want to say "this fact should sometimes cause this rule to trigger", such as only when the fact's new value is different than its old value. You can do this with {:then not=}.

Using {:then not=} is not a special case; this option can receive any function that receives two arguments, the fact's new value and old value. In the example above, that would be the value of x. This little feature can be used to write rules that recursively build data structures. See: Using O'Doyle Rules as a poor man's DataScript.

You should avoid using this feature in :what tuples that are part of a join. For example, let's say your rule's :what block contains the following:

:what
[foo ::left-of bar {:then not=}]
[bar ::color   color]

If you insert a fact such as [::alice ::left-of ::bob] twice, you would expect the second insertion to not trigger the rule due to the {:then not=}, but it will. This is because updating a value that is part of a join could affect the validity of the join, so internally they can't update "in place" like usual; the match must be retracted and re-created. As a result, the not= condition can't be run; it's as if the match is completely new every time.

As of the latest version, adding a rule that does this will throw an exception. The workaround is to remove the join and enforce their equality in the :when block like this:

:what
[foo ::left-of bar {:then not=}]
[baz ::color   color]
:when
(= bar baz)

Conditions

Rules have nice a way of breaking apart your logic into independent units. If we want to prevent the player from moving off the right side of the screen, we could add a condition inside of the :then block of ::move-player, but it's good to get in the habit of making separate rules.

To do so, we need to start storing the window size in the session. Wherever your window resize happens, insert the values:

(defn on-window-resize [width height]
  (swap! *session
         (fn [session]
           (-> session
               (o/insert ::window {::width width ::height height})
               o/fire-rules))))

Then we make the rule:

::stop-player
[:what
 [::player ::x     x]
 [::window ::width window-width]
 :then
 (when (> x window-width)
   (o/insert! ::player ::x window-width))]

Notice that we don't need {:then false} this time, because the condition is preventing the rule from re-firing.

While the above code works, you can also put your condition in a special :when block:

::stop-player
[:what
 [::player ::x     x]
 [::window ::width window-width]
 :when
 (> x window-width)
 :then
 (o/insert! ::player ::x window-width)]

You can add as many conditions as you want, and they will implicitly work as if they were combined together with and:

::stop-player
[:what
 [::player ::x     x]
 [::window ::width window-width]
 :when
 (> x window-width)
 (pos? window-width)
 :then
 (o/insert! ::player ::x window-width)]

Using a :when block is better because it also affects the results of query-all -- matches that didn't pass the conditions will not be included.

It's worth noting that if you are testing simple equality, such as this:

::kill-player
[:what
 [::player ::health health]
 :when
 (= health 0)
 :then
 (o/insert! ::player ::dead? true)]

You could also just put the literal value in the value column:

::kill-player
[:what
 [::player ::health 0]
 :then
 (o/insert! ::player ::dead? true)]

These aren't exactly equivalent in how they work underneath, though. Literal values are checked earlier on in the network. If the player's health isn't 0, the first example will still create the match but will prevent the rule from firing; in the second example, the match will not even be created internally.

This distinction is normally not important, but it becomes important if you use {:then false} on tuples like this. The literal value would cause the entire match to be removed internally if it isn't equal. If it is updated later to become equal, the entire match will be recreated. This will cause the rule to fire, even if {:then false} is used, because the match appears to be entirely new.

Joins

Instead of the ::player rule, we could make a more generic "getter" rule that works for any id:

::character
[:what
 [id ::x x]
 [id ::y y]]

Now, we're making a binding on the id column, and since we're using the same binding symbol ("id") in both, O'Doyle will ensure that they are equal, much like a join in SQL.

Now we can add multiple things with those two attributes and get them back in a single query:

(reset! *session
  (-> (reduce o/add-rule (o/->session) rules)
      (o/insert ::player {::x 20 ::y 15})
      (o/insert ::enemy {::x 5 ::y 5})
      o/fire-rules))

(o/query-all @*session ::character)
;; => [{:id :odoyle.readme/player, :x 20, :y 15} {:id :odoyle.readme/enemy, :x 5, :y 5}]

Joins can also happen between different columns. Here, we have a rule that updates the player's damage. The weapon-id is joined between the value of one tuple and the id of another. This rule will run any time the player equips a new weapon:

::update-player-damage
[:what
 [player-id ::weapon-id weapon-id]
 [player-id ::strength  strength]
 [weapon-id ::damage    damage]
 :then
 (o/insert! player-id ::damage (* damage strength))]

Bulk changes

So far our ids have been keywords like ::player, but you can use anything as an id. For example, if you want to spawn a bunch of random enemies, you probably don't want to create a special keyword for each one. Instead, you could pass arbitrary integers as ids:

(swap! *session
  (fn [session]
    (o/fire-rules
      (reduce (fn [session id]
                (o/insert session id {::x (rand-int 50) ::y (rand-int 50)}))
              session
              (range 5)))))

(o/query-all @*session ::character)
;; => [{:id 0, :x 14, :y 45} {:id 1, :x 12, :y 48} {:id 2, :x 48, :y 25} {:id 3, :x 4, :y 25} {:id 4, :x 39, :y 0}]

How do we retract all facts associated with a character? You could of course retract them one at a time like this:

(swap! *session
  (fn [session]
    (-> session
        (o/retract id ::x)
        (o/retract id ::y)
        o/fire-rules)))

Or you could make a rule that retracts them, which you trigger by inserting a fact like [id ::remove? true]:

::remove
[:what
 [id ::remove? true]
 :then
 (o/retract! id ::x)
 (o/retract! id ::y)
 (o/retract! id ::remove?)]

While either technique works, you have to specify every single attribute you want to retract. If we add more attributes, like ::health or ::damage, we have to remember to retract them too.

In the latest version, O'Doyle allows you to put a binding symbol in the attribute column. This means you can actually put something like [id attr value] in your :what block. That tuple would match every single fact that is inserted.

Why is that useful? Because now we can write a rule like this:

::remove
[:what
 [id ::remove? true]
 [id attr      value]
 :then
 (o/retract! id attr)]

When you insert the ::remove? fact, it will trigger this rule, and due to the join on the id column, it will run for every fact that has this id. This will have the effect of retracting every fact associated with that character.

Derived facts

Sometimes we want to make a rule that receives a collection of facts. In Clara, this is done with accumulators. In O'Doyle, this is done by creating facts that are derived from other facts.

If you want to create a fact that contains all characters, one clever way to do it is to run a query in the ::character rule, and insert the result as a new fact:

(def rules
  (o/ruleset
    {::character
     [:what
      [id ::x x]
      [id ::y y]
      :then
      (->> (o/query-all session ::character)
           (o/insert session ::derived ::all-characters)
           o/reset!)]

     ::print-all-characters
     [:what
      [::derived ::all-characters all-characters]
      :then
      (println "All characters:" all-characters)]}))

Every time any character is updated, the query is run again and the derived fact is updated. When we insert our random enemies, it seems to work:

(swap! *session
  (fn [session]
    (o/fire-rules
      (reduce (fn [session id]
                (o/insert session id {::x (rand-int 50) ::y (rand-int 50)}))
              session
              (range 5)))))
;; => All characters: [{:id 0, :x 14, :y 45} {:id 1, :x 12, :y 48} {:id 2, :x 48, :y 25} {:id 3, :x 4, :y 25} {:id 4, :x 39, :y 0}]

But what happens if we retract one?

(swap! *session
  (fn [session]
    (-> session
        (o/retract 0 ::x)
        (o/retract 0 ::y)
        o/fire-rules)))

It didn't print, which means the ::all-characters fact hasn't been updated! This is because :then blocks only run on insertions, not retractions. After all, if facts pertinent to a rule are retracted, the match will be incomplete, and there will be nothing to bind the symbols from the :what block to.

The solution is to use :then-finally:

::character
[:what
 [id ::x x]
 [id ::y y]
 :then-finally
 (->> (o/query-all session ::character)
      (o/insert session ::derived ::all-characters)
      o/reset!)]

A :then-finally block runs when a rule's matches are changed at all, including from retractions. This also means you won't have access to the bindings from the :what block, so if you want to run code on each individual match, you need to use a normal :then block before it.

Important rule of thumb: When running query-all inside a rule, you should only query the rule you are inside of, not any other rule. We can illustrate this with an example.

Let's say you want to create a derived fact that contains all characters that are within the window. We need the window dimensions, but we're using :then-finally, so we can't just add [::window ::width window-width] and [::window ::height window-height] to the :what block -- we don't have access to those bindings.

Instead, you may be tempted to do this:

(defn within? [{:keys [x y]} window-width window-height]
  (and (>= x 0)
       (< x window-width)
       (>= y 0)
       (< y window-height)))

(def rules
  (o/ruleset
    {::window
     [:what
      [::window ::width  window-width]
      [::window ::height window-height]]

     ::character
     [:what
      [id ::x x]
      [id ::y y]
      :then-finally
      (let [{:keys [window-width window-height]}
            (first (o/query-all session ::window))] ;; warning: this will not be reactive!
        (->> (o/query-all session ::character)
             (filterv #(within? % window-width window-height))
             (o/insert session ::derived ::characters-within-window)
             o/reset!))]}))

Here, we are querying a getter rule to get the window dimensions, and using it to filter the characters. This will work initially, but if we change the window dimentions later, the :character rule with not re-run, so the :characters-within-window derived fact will be inaccurate.

The solution, like is often true in software, is to pull things apart that shouldn't be together:

(def rules
  (o/ruleset
    {::character
     [:what
      [id ::x x]
      [id ::y y]
      :then-finally
      (->> (o/query-all session ::character)
           (o/insert session ::derived ::all-characters)
           o/reset!)]

     ::characters-within-window
     [:what
      [::window ::width  window-width]
      [::window ::height window-height]
      [::derived ::all-characters all-characters]
      :then
      (->> all-characters
           (filterv #(within? % window-width window-height))
           (o/insert session ::derived ::characters-within-window)
           o/reset!)]}))

First we create a derived fact holding all characters, and then in a separate rule we bring that fact in along with the window dimensions, and create the filtered fact from there. Since these are just normal facts in the :what block now, the rule will run when any of them are updated, just like we want it to.

Serializing a session

To save a session to the disk or send it over a network, we need to serialize it somehow. While O'Doyle sessions are mostly pure clojure data, it wouldn't be a good idea to directly serialize them. It would prevent you from updating your rules, or possibly even the version of this library, due to all the implementation details contained in the session map after deserializing it.

Instead, it makes more sense to just serialize the facts. There is an arity of query-all that returns a vector of all the individual facts that were inserted:

(o/query-all @*session)
;; => [[3 :odoyle.readme/y 42] [2 :odoyle.readme/y 39] [2 :odoyle.readme/x 37] [:odoyle.readme/derived :odoyle.readme/all-characters [{:id 1, :x 46, :y 30} {:id 2, :x 37, :y 39} {:id 3, :x 43, :y 42} {:id 4, :x 6, :y 26}]] [3 :odoyle.readme/x 43] [1 :odoyle.readme/y 30] [1 :odoyle.readme/x 46] [4 :odoyle.readme/y 26] [4 :odoyle.readme/x 6]]

Notice that it includes the ::all-characters derived fact that we made before. There is no need to serialize derived facts -- they can be derived later, so it's a waste of space. We can filter them out before serializing:

(def facts (->> (o/query-all @*session)
                (remove (fn [[id]]
                          (= id ::derived)))))

(spit "facts.edn" (pr-str facts))

Later on, we can read the facts and insert them into a new session:

(def facts (clojure.edn/read-string (slurp "facts.edn")))

(swap! *session
  (fn [session]
    (o/fire-rules
      (reduce o/insert session facts))))

Performance

In any non-trivial project, you'll end up with a lot of rules that share some common tuples in their :what blocks, like this:

(def rules
  (o/ruleset
    {::character
     [:what
      [id ::x x]
      [id ::y y]]

      ::move-character
      [:what
       [::time ::delta dt]
       [id ::x x {:then false}]
       [id ::y y {:then false}]
       :then
       (o/insert! id {::x (+ x dt) ::y (+ y dt)})]}))

Here we have a ::character rule whose only purpose is for queries, and a ::move-character rule that modifies it when the timestamp is updated. In both cases, there is a join on the id binding. Joins are not free -- they have a runtime cost, and in this case, that cost is paid twice.

In theory, this could be solved using a common optimization in rules engines calling node sharing. However, node sharing adds a lot of complexity to the codebase, and if it is automatic, it can be easily lost when subtle changes are made to a rule -- a regression that isn't easy to notice.

It turns out that a feature we've already discussed can solve this: derived facts. The above example can be rewritten like this:

(def rules
  (o/ruleset
    {::character
     [:what
      [id ::x x]
      [id ::y y]
      :then
      (o/insert! id ::character match)]

      ::move-character
      [:what
       [::time ::delta     dt]
       [id     ::character ch {:then false}]
       :then
       (o/insert! id {::x (+ (:x ch) dt) ::y (+ (:y ch) dt)})]}))

With match we can get all the bindings in a convenient map, such as {:id ::player, :x 10, :y 5}. We then insert it as a derived fact, and bring it into the ::move-character rule.

This will be faster because we now are only doing the join once, and all subsequent rules are just using the derived fact. As the number of joined tuples gets larger, the performance difference gets more and more substantial.

Spec integration

Notice that we've been using qualified keywords a lot. What else uses qualified keywords? Spec, of course! This opens up a really cool possibility. If you have spec instrumented, and there are specs with the same name as an O'Doyle attribute, it will check your inputs when you insert. For example:

(require
  '[clojure.spec.alpha :as s]
  '[clojure.spec.test.alpha :as st])

(st/instrument)

(s/def ::x number?)
(s/def ::y number?)
(s/def ::width (s/and number? pos?))
(s/def ::height (s/and number? pos?))

(swap! *session
  (fn [session]
    (-> session
        (o/insert ::player {::x 20 ::y 15 ::width 0 ::height 15})
        o/fire-rules)))

This will produce the following error:

Error when checking attribute :odoyle.readme/width

Syntax error (ExceptionInfo) compiling at (odoyle\readme.cljc:166:1).
-- Spec failed --------------------

  0

should satisfy

  pos?

Note that as of the latest version, O'Doyle will throw an error if spec is instrumented and you try to insert an attribute that doesn't have a corresponding spec defined. Even if you are lazy and define all your specs as any?, this can still help to prevent typos, including the common mistake of inserting attributes with the wrong namespace qualification.

If you do not want O'Doyle to force attributes to all have specs defined, just call (clojure.spec.test.alpha/unstrument 'odoyle.rules/insert) after your instrument call.

Debugging

Debugging rules is very different than debugging normal code. To understand when rules are run, you need to think about when their dependent data is inserted, rather than where they are called as with normal functions. One easy way to add logging (or other debug code) to all rules is to use wrap-rule:

(def session
  (->> rules
       (map (fn [rule]
              (o/wrap-rule rule
                           {:what
                            (fn [f session new-fact old-fact]
                              (println :what (:name rule) new-fact old-fact)
                              (f session new-fact old-fact))
                            :when
                            (fn [f session match]
                              (println :when (:name rule) match)
                              (f session match))
                            :then
                            (fn [f session match]
                              (println :then (:name rule) match)
                              (f session match))
                            :then-finally
                            (fn [f session]
                              (println :then-finally (:name rule))
                              (f session))})))
       (reduce o/add-rule (o/->session))))

The map that you supply to wrap-rule contains functions that will wrap the functions used by this rule, a bit like ring middleware. You can leave out the ones you don't want to intercept. In each one, you must call the supplied function, but you can also add logging or other debug code. In the :what and :when functions, the return value matters, so make sure the supplied function is called at the end of them!

You can find all sorts of creative uses for this. To pause execution before each rule runs, you can call (read-line) right after the printlns, which blocks the thread until enter is pressed. If you want to see the rule firings as a data structure rather than in the logs, like in Clara's tracing mechanism, just make an atom and swap! into it each time a rule fires.

The :what function requires a bit of explanation. It runs when each individual fact is received by the rule matching one of the tuples in its :what block. Its return value should be a boolean that determines if the fact will be allowed to trigger the :then and :then-finally functions. By default, it will return true, but if you supplied a custom function such as {:then not=}, it will run that instead. In short, this function allows you to intercept each individual fact as it arrives and inspect whether or not it triggered the rule.

Defining rules dynamically

The ruleset macro gives a clean and convenient way to define rules, but it comes with the same downside that all macros have: It runs at compile time, so you can't use it to define rules "dynamically". You may want to define rules whose :what block is determined by information at runtime.

To do this, you can instead use the ->rule function:

(def rule
  (o/->rule
    ::character
    {:what
     '[[id ::x x]
       [id ::y y]]
     :when
     (fn [session {:keys [x y] :as match}]
       (and (pos? x) (pos? y)))
     :then
     (fn [session match]
       (println "This will fire twice"))
     :then-finally
     (fn [session]
       (println "This will fire once"))}))

(-> (o/add-rule (o/->session) rule)
    (o/insert 1 {::x 3 ::y 1})
    (o/insert 2 {::x 5 ::y 2})
    (o/insert 3 {::x 7 ::y -1})
    o/fire-rules
    (o/query-all ::character))
;; => [{:id 1, :x 3, :y 1} {:id 2, :x 5, :y 2}]

As you can see, the syntax is a bit more verbose because you need to make the fns explicitly. The advantage, though, is that you are no longer using a macro, so you have an opportunity to modify the :what block at runtime.

For example, you may want to create getter rules for a variety of different things that differ only in their id. With the ruleset macro, this would probably lead to a lot of duplication. Instead, you can define a function that returns a rule:

(defn ->character-rule [id]
  (o/->rule id
    {:what
     [[id ::x 'x]
      [id ::y 'y]]}))

(reset! *session
  (-> (o/->session)
      (o/add-rule (->character-rule ::player))
      (o/add-rule (->character-rule ::enemy))
      (o/insert ::player {::x 20 ::y 15})
      (o/insert ::enemy {::x 5 ::y 5})
      o/fire-rules))

(first (o/query-all @*session ::player))
;; => {:x 20, :y 15}
(first (o/query-all @*session ::enemy))
;; => {:x 5, :y 5}

Development

  • Install the Clojure CLI tool
  • To run the examples in this README: clj -M:dev
  • To run the tests: clj -M:test
  • To run a benchmark: clj -M:bench dungeon
  • To install the release version: clj -M:prod install

Acknowledgements

I could not have built this without the 1995 thesis paper from Robert Doorenbos, which describes the RETE algorithm better than I've found anywhere else. I also stole a lot of design ideas from Clara Rules.

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star
5

Nightlight

An embedded editor for Clojure
Clojure
789
star
6

play-cljc

A Clojure and ClojureScript game library
Clojure
537
star
7

Nightweb

An anonymous P2P social network in Clojure
Clojure
497
star
8

PixelJihad

A JavaScript steganography tool
JavaScript
306
star
9

play-cljs

A ClojureScript game library
Clojure
290
star
10

Lightmod

An all-in-one tool for full stack Clojure
Clojure
275
star
11

Dynadoc

Dynamic documentation for Clojure(Script)
Clojure
217
star
12

Nightmod

A tool for making live-moddable games in Clojure
Clojure
192
star
13

edna

A Clojure data -> music library
Clojure
187
star
14

Paravim

A Vim-based editor for Clojure
Clojure
181
star
15

paren-soup

A browser-based editor for ClojureScript
Clojure
153
star
16

full-stack-clj-example

A sample Clojure CLI project containing Clojure and ClojureScript
Clojure
115
star
17

play-clj-examples

Example projects using play-clj
Clojure
113
star
18

Nightcoders

A cloud IDE for ClojureScript
Clojure
75
star
19

odoyle-rum

Clojure
71
star
20

play-cljc-examples

Clojure
58
star
21

full-stack-boot-example

A sample Boot project containing Clojure and ClojureScript
Clojure
51
star
22

neovim-rs

A Neovim wrapper for Rust
Rust
47
star
23

iglu

A Clojure data -> GLSL library
Clojure
40
star
24

clarax

A new coat of paint for clara rules
Clojure
37
star
25

libgdx-examples

Java
29
star
26

tile-soup

A Clojure(Script) library to parse tiled maps
Clojure
27
star
27

libvim-clj

Vim as a Clojure library
Clojure
25
star
28

clojure-conj-2014

Making Games at Runtime with Clojure
Clojure
24
star
29

play-cljs-examples

Example projects using play-cljs
Clojure
20
star
30

parinferish

A library for parsing Clojure and optionally applying parinfer(ish)
Clojure
18
star
31

learn-clojure

Clojure
16
star
32

eval-soup

A library that makes it easy to eval Clojure(Script) code
Clojure
14
star
33

cross-parinfer

A library that wraps Parinfer for Clojure and ClojureScript
Clojure
11
star
34

Russian101

An Android app for learning Russian
Java
11
star
35

zachlisp.nim

Nim
11
star
36

zachlisp.cpp

C++
10
star
37

mistakes-were-made

An undo/redo system for Clojure and ClojureScript
Clojure
10
star
38

defexample

A macro for defining code examples
Clojure
9
star
39

dynadoc-examples

Example projects using Dynadoc
Clojure
9
star
40

odoyle-rum-todo

Clojure
7
star
41

play-clj.net

A networking library for play-clj games
Clojure
6
star
42

SeeJay

A console program in C demonstrating key generation and encrypted connections
C
5
star
43

html-soup

A library that adds HTML tags to Clojure(Script) code
Clojure
5
star
44

play-cljc.text

Render text with play-cljc
Clojure
5
star
45

nimconf-2021

4
star
46

clojure-assignments

Clojure
4
star
47

tag-soup

A library to parse code into descriptive maps
Clojure
4
star
48

functional-game-dev

Clojure
4
star
49

clojured-lightning-talk

Clojure
3
star
50

bay-area-odoyle

Clojure
3
star
51

java-assignments

Java
3
star
52

FireSteg

A stego tool I made in college
Java
2
star
53

HighSchoolFinal

A mock operating system UI I made in high school
Java
1
star
54

Jumpman

Simple JavaScript game for teaching coding
JavaScript
1
star
55

imgui_nim

Nim
1
star
56

BabaRam

A dashcam app for Android in Java
Java
1
star
57

vulkan_triangle_nim

Nim
1
star