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Documentation
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.
If this is your first time doing game programming in Haskell, I would recommend the follow this sequence:
- [SDL 1.2](SDL » SDL1)
- [Input hardware: wiimotes](Hardware » Wiimote)
- Game Programming Concepts
After that, or if you are an experienced game programmer, or just a rebel spirit dressed like a mere mortal, feel free to jump directly to any section you want.
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
- [Input hardware: wiimotes](Hardware » Wiimote)
- Input hardware: kinect
- Physics engines
- (to be completed)
Main article: Game Programming Concepts
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Architectural patterns: game loops, state machines, timelines.
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Connecting external systems: views, video and audio, cameras, etc.
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Physics
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Robustness: testing and debugging, profiling.
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Usability features: saving games, preferences.
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Data Structures
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Menus
