--- 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 _______________________________________________ Haskell mailing list Haskell@haskell.org http://www.haskell.org/mailman/listinfo/haskell