Introduction In this series of posts I’m going to discuss some of the major design decisions that you will need to consider when making a Haskell roguelike game. I’ll be talking about how the code is implemented as well as the decisions I took along the way and why. See the chapter list below to get an idea of what topics I’ll be covering. What is a roguelike? RogueBasin defines a roguelike as A R
Table of Contents Intro Imports and Infrastructure Updates Adding New Streams Writing the Network Main Loop Playtime tl;dr In this entry I’ll add the ability to control a character using a USB gamepad. I’ll write mostly about getting SDL2 gamepad events into the network and then using those events to move some graphics. a gamepad Intro I think in the last couple articles I set expectations a littl
Table of Contents Intro Get the Code Main Types A Bit More Infrastructure The Network Cursor Move Events Cursor Position Time Deltas Requesting Updates Time Tweening With Splines Actually Using Splines The Big Picture Our Game Loop The Network Step Conclusion tl;dr This is part of a series where we’ll be writing a roguelike using FRP and Haskell. This first article is about setting up the main loo
Discussion and resources for game development with the Haskell language. You can play it here. Ludum Dare is a game making competition in which a theme is announced (for this 34th edition, the themes were "two button controls" and "growing") and then you have 72 hours to make a game based on it. We used Haste to compile Haskell to javascript, and we wrote bindings to the sprite.js library. It was
I recently revisited my project to bring concepts from Jason Gregory's Game Engine Architecture into Haskell and found that they are translating quite well. The relational ideas I've been playing around with mesh nicely though there are still some rough edges. This is not a highly efficient implementation but I think that the code allows for some nice possible optimizations. I decided that I wante
Elise Huard is a Haskell consultant - she's been programming in various languages and on various technology stacks for the last 15 years in Brussels, Glasgow, London, and Berlin. She has spoken in various conferences around the world. She lives in Berlin with her husband and little daughter, and enjoys cooking, scifi, reading, tinkering and board games. Introduction Doing things the hard way Hask
A few weeks ago, I found myself on a ten hour plane journey, with nothing much to do1. What better time, I thought to myself, than to hone my programming skills on a quick project? Why not a Tetris clone in Haskell? The fact that I was offline and so had no access to documentation only added to the challenge. I slid my laptop out of my bag, and got to work. I had been working on a project involvin
I've had Jason Gregory's excellent Game Engine Architecture (GEA) on my bookshelf for a while and every time I skim through I want to try out the ideas in it. Watching John Carmack talk about Haskell at QuakeCon got me thinking about trying them out in Haskell. Armed with some notion that this was a good idea and some idea of how real games are set up I worked out a few details in haskellGame. It
gistfile1.lhs `@�Ϫ� �l�Ϫ� A Whirlwind Tour of Combinatorial Games in Haskell ================================================== Combinatorial games are an interesting class of games where two players take turns to make a move, changing the game from one position to another. In these games, both players have perfect information about the state of the game and there is no element of chance. In 'norm
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