--- Manuel M T Chakravarty <[EMAIL PROTECTED]>
wrote:

> The "simplest" solution would probably be to write a
> Haskell binding to
> the Crystal Space 3D library.  However, as Crystal
> Space 3D is huge,
> that's a significant effort.  This would be much
> like the existing
> binding to OpenGL
> 
>   http://haskell.org/HOpenGL/
> 
> only that Crystal Space 3D provides higher-level
> functionality.

Thank you for the links.

Two questions:

1) Would a Haskell counterpart to Crystal Space 3D, if
implemented, potentially be fast enough to run a
project similar to the 3D real-time Crystal Space
3D-based MMORPG "PlaneShift" ( see
http://www.planeshift.it/main_01.html ) on Mac OS X
10.2.8 Jaguar or above?

2) For a hobbyist programmer with a computer science
algorithms background including some coursework in
lambda-calculus, with some programming background in
Scheme and C, and with some knowledge of Java, for the
purpose of writing a project similar to "PlaneShift,"
which of the following options would more likely be
easier to accomplish?

Option A) 
Use the existing Java scripting support already
available in Crystal Space 3D, and deal with debugging
potentially larger programs in Java.

Option B)
Write a Haskell binding for the existing Crystal Space
3D libraries, and then deal with debugging potentially
smaller programs in Haskell.

I have written some programs in Scheme, C, and Java,
but have only audited some lectures, written a few
programs, and studied a few chapters on Haskell so
far.

Any advice would be appreciated.

Thanks again,

Benjamin L. Russell
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