[Haskell-cafe] What game libraries should I use?
fumiexcel at gmail.com
Mon Feb 3 00:59:28 UTC 2014
My free-game package has Gloss-like but far more generalized APIs.
When you define some series of instructions to draw something, you can move
then, turn them, or compose them without touching the insides!
2014年1月31日金曜日 21時19分22秒 UTC+9 Alexander Berntsen:
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> I need:
> - -2D graphics (preferably with simple shapes available)
> - -menus (I can make menus myself with shapes though)
> - -simple audio
> - -fonts (better than Gloss at least)
> - -keyboard input
> - -networking (simple direct connections between two computers)
> I need to be able to express my game system as declaratively as
> If the library is based on SDL/OpenGL, that would be nice. This is,
> however, not necessary.
> What game libraries are the most mature and adequate for this? The
> only library I have used previously with Haskell is Gloss. I am not
> experienced in FRP, though I have read about and somewhat groked the
> point. I am willing to learn an FRP library.
>  I am writing it as part of a thesis in which I will look at the
> modularity and expressiveness of purely functional programming
> compared to object-oriented programming. Writing code that is
> technically purely functional, but in practice looks like imperative
> code, is sub-optimal.
>  For the thesis I am writing, I am implementing a C++ version of
> the same game. This will probably use SDL 2.0 and OpenGL bindings. If
> the Haskell version could use libraries based on that, this would make
> it easier for me to write my thesis. I.e., I would not have to spend
> time justifying that the modularity and expressiveness I am
> investigating is due to the chosen languages and programming
> paradigms, and not the libraries I use.
> - --
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