I keep asking myself the question is Haskell and/or FRP even suitable for game programming. And if so are there any design patterns.
2010/5/19 Patai Gergely <patai_gerg...@fastmail.fm> > > I that the saw sleep time at each loop is fixed (0.02). So game speed > > will > > depend on processor speed, since with a more powerful CPU frames will be > > computed quicklier? > Yes, that's how it works. > > > So we don't have (with the Simple branch) some way to say "I want my > > sprite > > to move 100 pixels *per second* on the left", except if we provide > > ourselves a time signal? > That's exactly the case, although I'd probably provide a delta time > signal. The Simple version is a discrete stream library, and it doesn't > pretend to have continuous-time abstractions. > > Gergely > > -- > http://www.fastmail.fm - Access your email from home and the web > > _______________________________________________ > Haskell-Cafe mailing list > Haskell-Cafe@haskell.org > http://www.haskell.org/mailman/listinfo/haskell-cafe >
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