News for hackers. Stuff that matters.
Re:Helm: A functionally reactive game engine in Haskell by lobo_tuerto on Wednesday August 05, 2015 @07:58PM (#10013764)
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/

Re:Helm: A functionally reactive game engine in Haskell by fgaaldal on Wednesday August 05, 2015 @08:50PM (#10013973)
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 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.

Re:Helm: A functionally reactive game engine in Haskell by efnx on Thursday August 06, 2015 @06:45PM (#10019924)
Check out the Haskell game dev reddit. https://www.reddit.com/r/haskellgamedev/