IMO: For AAA game programming? Definitely not. For exploring new ways of doing game programming and having a lot of fun and frustration? Sure! For making casual games? I don't know.
On Sun, May 23, 2010 at 9:09 PM, Ben Christy <ben.chri...@gmail.com> wrote: > 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 > > > _______________________________________________ > Haskell-Cafe mailing list > Haskell-Cafe@haskell.org > http://www.haskell.org/mailman/listinfo/haskell-cafe > > _______________________________________________ Haskell-Cafe mailing list Haskell-Cafe@haskell.org http://www.haskell.org/mailman/listinfo/haskell-cafe