Helm: A functionally reactive game engine in Haskell(helm-engine.org)
helm-engine.org
Helm: A functionally reactive game engine in Haskell
http://helm-engine.org/
3 comments
Yes, and so few people write actual games, just game engines.
My game is pretty crappy but I overcame a bunch of (mostly boring) technical issues to get it running on both Android and iOS. Here is a repo that sets up an Android development environment.
https://github.com/sseefried/docker-epidemic-build-env
My game is pretty crappy but I overcame a bunch of (mostly boring) technical issues to get it running on both Android and iOS. Here is a repo that sets up an Android development environment.
https://github.com/sseefried/docker-epidemic-build-env
I posted this because I was looking for info on how to go about writing a game using Haskell, or FP for that matter.
I think this at least exposes how you can do it, and what kind of tools it uses to accomplish it.
After I also stumbled upon this: http://elm-lang.org/guide/reactivity
And then on this: https://github.com/evancz/elm-architecture-tutorial/
I think this at least exposes how you can do it, and what kind of tools it uses to accomplish it.
After I also stumbled upon this: http://elm-lang.org/guide/reactivity
And then on this: https://github.com/evancz/elm-architecture-tutorial/
Check out the Haskell game dev reddit. https://www.reddit.com/r/haskellgamedev/
Obviously it depends on the game. However if you do not plan to make a straight-forward game or do not have to be fast, I highly recommend the combination SDL2 + OpenGL. It just works.
You then just write a small C-kernel which provides the main functionality and explore Haskell's FFI.
- you find tons of documentation
- you will run anywhere (that is obviously not trivial)
In particular if you are going 2D you can skip OpenGL if speed is not a problem (yet).You then just write a small C-kernel which provides the main functionality and explore Haskell's FFI.
Wow, that is a beautiful homepage. I particularly like the font and colorscheme for the code example, well done.
Helm is a great effort but as far as I know the project has been mostly abandoned :(
Seems like the github repo is not that abandoned:
kasbah authored 13 days agoMaybe the original authors have passed it on. If they're still working on it then it would be great to see an OpenGL backend.
This goes also the other way. If I hack for fun, I often think about how to abstract stuff that is not specific to my current problem and put it into a library (I think we all have been there). Fact is, I often rush, so my abstraction only works for the current situation and so does not belong into a library. Until I did not reimplement the stuff at least 3 times I try to avoid making a library.