[Haskell-cafe] ANN: Silkworm game
duane.johnson at gmail.com
Sun May 3 19:10:56 EDT 2009
I'm not too much of an expert in Haskell, but I did notice that
building the game required keeping track of a lot of state
information, which was not very intuitive in Haskell (although the
OpenGL state info is rather intuitive). If I were to do it in Haskell
again, I would try to learn more about FRP (Functional Reactive
Programming) and see if that improves things in terms of state.
Ruby is my favorite imperative language, so I would certainly
recommend it for game development. It would likely be much easier in
Ruby, but perhaps a little slower. My experience with Ruby on Rails
has been that it is always a little slower than I wish it were :)
On May 3, 2009, at 4:48 PM, Daryoush Mehrtash wrote:
> I noticed that Chipmunk also has a Ruby interface. Do you have any
> pro/con of implementing the game in Ruby vs Haskell?
> On Sat, May 2, 2009 at 12:00 PM, Duane Johnson <duane.johnson at gmail.com
> > wrote:
> Reprinted from my blog post :
> The semester is over, my final project was a success (at least in
> that I passed the class) and it’s time now to release the game I
> made for Graphics 455: Silkworm!
> This is my first full application in Haskell. The process has been
> an enlarging experience–I’ve come to really enjoy the mental work
> that goes into thinking about a program in a functional way. I
> highly recommend the challenge to other software engineers.
> Silkworm combines the Hipmunk binding to Chipmunk 2D Game Dynamics
> with OpenGL, and GLFW (an alternative to GLUT).
> It’s built to work on Mac OS X, but it uses cross-platform libraries
> so it should be fairly easy to port to other platforms. The source
> code is here  and below are some screenshots 
> -- Duane Johnson
>  http://blog.inquirylabs.com/2009/05/02/silkworm-game-written-in-haskell/
>  http://inquirylabs.com/downloads/Silkworm.tgz_______________________________________________
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