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Ivan Perez edited this page Oct 6, 2015 · 12 revisions

Welcome to our Functional Game Programming documentation wiki.

Here you will find information regarding:

  • Graphics and multimedia, including low-level libraries like SDL and OpenGL.
  • Gaming hardware: Wiimote, Kinect.
  • Physics, including bindings to external work like Chipmunk.
  • Game programming abstractions and common patterns, including asset handling, preferences, menus, data structures.
  • Functional Reactive Programming.

Low-level Game Programming in Haskell

Low-level game programming in Haskell is done via bindings (Haskell libraries that provide access to other libraries, often written in C or C++). Libraries commonly used in games implement abstractions for graphics and interactive multimedia, provide access to specific hardware and simulate physics.

  • Multimedia
  • Hardware
  • Physics engines
    • (to be completed)

Game Programming concepts

Main article: Game Programming Concepts

  • Architectural patterns: game loops, state machines, timelines.

  • Connecting external systems: views, video and audio, cameras, etc.

  • Physics

  • Robustness: testing and debugging, profiling.

  • Usability features: saving games, preferences.

  • Data Structures

  • Menus

Functional Reactive Programming

Haskell specifics

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