
Notakto: A Haskell game with Apecs and Raylib
- November 20, 2022
- 88 Minutes
My previous post on Apecs was very well received, but I've seen a lot of people using the now-out-of-date code and somewhat struggling. Time to dive back in!
My previous post on Apecs was very well received, but I've seen a lot of people using the now-out-of-date code and somewhat struggling. Time to dive back in!
I find myself talking to many people about this bit of maths simply because I've actually been able to apply it in my life and work. Hopefully in this post I can explain how!
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My first attempt at game development in the functional language, Haskell, as well as a description of the challenges I had to overcome to get things working.
There have been so many attempts to pioneer gamedev in Haskell, and yet still no commercial releases. In this post I hope to clear the air a little bit and encourage new developers to try Haskell.
My experiences of making a game in Haskell and how I think it's is a pioneering process. Despite a wiki and subreddit dedicated to gamedev in Haskell, not many people have actually succeeded making anything close to current games.
In this post, I'd like to write a beginner-friendly summary in layman's terms with regards to why I have taken such an interest in a language I've only started using. Hopefully this will inspire some people to consider using alternate languages to the ones they're used to.
This project was more of an exploration than anything else. I wanted to make an engine which could have its data serialised and manipulated with scripts rather than hard code.
Alacrity was really successful, but I didn't like the fact that it wasn't cross platform. To test myself even further I wanted to try porting it to OpenGL.