On Sun, Dec 6, 2015 at 5:19 PM Henk-Jan van Tuyl <hjgt...@chello.nl> wrote:
> On Sun, 06 Dec 2015 16:21:15 +0100, David Blubaugh > <davidblubaugh2...@yahoo.com> wrote: > > > TO ALL, > > Hello My name is David Allen Blubaugh. I am currently considering > > starting a kick-starter project in redeveloping the DOOM source code > > with the Haskell Programming language using the power of > > functional-oriented programming...... > > I know that John Carmack was interested in the Haskell programming > > language and had even recreated wolfenstein 3D using the Haskell > > programming language. Does anybody have a copy of John Carmack's > > recreation of wolfenstein 3D using haskell ??? Also would anybody enjoy > > working with this project ??? What benefits would DOOM have enjoyed had > > ID software created the DOOM source code in 1993 with Haskell or some > > other functional-oriented programming language instead of C/assembly > > programming languages ??? Thanks, > > David Allen BlubaughElectrical EngineerATR Associate > > I don't know about his source code, but the Games page[0] lists: > - hadoom > A clone of Doom, using reactive-banana, GTK, and the "diagrams" > library. > https://github.com/ocharles/hadoom Possibly worth noting that hadoom is not a source-port of Doom - it's inspired by Doom's approach to level editing (2.5D), but beyond that there isn't much cross over. For example, I use full triangulation for rendering via OpenGL, rather than building my own rendering engine. The level format is also different from WAD. <http://mail.haskell.org/cgi-bin/mailman/listinfo/haskell-cafe> Ollie
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