I'm a co-founder of a game studio that will be writing in (primarily) Haskell. We're currently assembling the technology stack for our first game, and I'm very interested in FRP (Reactive in particular) as a way of making video game programming easier and less error-prone. However, from reading this list and discussing it with people in #haskell on <a href="http://irc.freenode.net">irc.freenode.net</a>, it seems that there may be issues blocking us from using it within our timeframe (we plan to release our first game around November).<br>
<br>What known issues would prevent Reactive from being used today in a commercial video game? Would you anticipate the discovery of many critical issues in the future? What would it take to overcome these issues?<br><br>
<br>Thanks,<br>Ryan Trinkle<br>