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
>
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