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Macros are a powerful tool.  In the context of Emacs Lisp programming
they can also provide us with a "foot-gun" of immense proportions.
Join the dungeon-mode project as we trip over our own macros, so to
speak, in the context of building a GPLv3+ turn-based role-playing
game engine and game design features for Emacs.

In this 20m talk I'll briefly introduce some rationales leading to
storing all game source and play state information within org-mode
documents (spoiler: it's about freedom), then go into some detail
around the "ETL" process design that currently accomplishes this.
Finally, we'll look closely at one especially problematic macro deep
within this solution, and invite people to throw fruit^11^dhelp draw
conclusions, ask questions, and discuss.