
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My previous post on Apecs was very well received, but I've seen a lot of people using the now-out-of-date code and somewhat struggling.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My previous post on Apecs was very well received, but I've seen a lot of people using the now-out-of-date code and somewhat struggling.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!
I seem to be nixifying everything, from my operating system to my website. I wanted to go into a bit of detail about what it's like working with Nix.
I've always been aware of the Lisp language, but always been afraid to dive in. However, after reading 'Clojure for the brave and true', I now recognise Clojure as a simple, pleasant and powerful language.
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.