[Haskell-cafe] [reactive] A pong and integrate

Limestraël limestrael at gmail.com
Sun May 23 20:39:45 EDT 2010


> Elerea finds middle ground between the two, and unlike Yampa, it's
> examples would still work I guess.

Yes that's the big problem of Yampa: all of the examples are very old, and
some even don't work anymore.
It's the same for the papers/tutorials (they're all 6 years old or more),
and it would be less of a problem if the functions were documented! (Check
hackage, you'll see...)
I find Elerea fine so far, but it is still experimental and more limited
than Yampa.

2010/5/24 Peter Verswyvelen <bugfact at gmail.com>

> What papers did you read?
>
> When I read most of the Yampa papers, most of the "design patterns"
> became obvious for AFRP (arrow-based FRP) style of programming. That
> doesn't mean I could apply the design patterns immediately; I
> understood them but writing a game in it was difficult since I also
> was too used to the imperative approach. Note that in AFRP the design
> patterns are actually functions and combinators itself (dpSwitch and
> the like), and no "fuzzy descriptions" like in imperative programming.
>
> Regarding user interfaces, FRUIT (also AFRP based) is also nice IMO.
>
> But above systems suffer from scalability and performance (and the
> annoying fact that a random number generator is not embedded in the
> framework) , although for simple games, I don't think this would be an
> issue.
>
> Newer work like Reactive is much more faithful to functional
> programming (no arrow syntax needed), but since no pong game was never
> made with it yet, I would classify this as ongoing research.
>
> Elerea finds middle ground between the two, and unlike Yampa, it's
> examples would still work I guess.
>
>
> On Mon, May 24, 2010 at 12:51 AM, Ben Christy <ben.christy at gmail.com>
> wrote:
> > Assuming Haskell is ready has any work gone into creating design patterns
> or
> > the like. One of the biggest problems is ALL of the literature regarding
> > game programming is written in an imperative style. My goal for learning
> > Haskell is to make a hobby game written in a Functional language but I am
> at
> > a loss how to go about it. I an imperative language I would set up a
> central
> > entity management system and then have subsystems register with it and
> > either transform the entities such as AI or user interface or do
> something
> > with them IE graphics. This paradigm just will not work as far as I can
> > imagine in Haskell.
> > On Sun, May 23, 2010 at 6:30 PM, Jake McArthur <jake.mcarthur at gmail.com>
> > wrote:
> >>
> >> On 05/23/2010 02:17 PM, Peter Verswyvelen wrote:
> >>>
> >>> IMO: For AAA game programming? Definitely not.
> >>
> >> Why not? I suppose it may depend on your definition of "AAA," since
> there
> >> doesn't seem to be any consensus on it. I have seen it mean various
> >> combinations of the following, but rarely, if ever, all of them:
> >>
> >>  * Big development budget
> >>  * Big marketing budget
> >>  * High quality
> >>  * Large number of sales and/or high revenue
> >>  * High hardware requirements
> >>  * Released by one of a small group of accepted "AAA" publishers
> >>
> >> While I think it's very unlikely that the last one will happen any time
> >> soon, I don't see any reason that Haskell and/or FRP (or as I now prefer
> to
> >> call my research in the area, Denotative Continuous-Time Programming, or
> >> DCTP) inherently can't be a major part of the development of a game that
> >> fits any of the definitions in the list.
> >>
> >> I suppose DCTP is not itself *ready* for somebody to risk a business
> >> investment on it, although it may be in the future, but Haskell as a
> whole
> >> would not be all that risky, in my opinion.
> >>
> >> - Jake
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