Notakto: A Haskell game with Apecs and Raylib
- November 20, 2022
- 92 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My previous post on Apecs was very well received, but I've seen a lot of people using the now-out-of-date code and somewhat struggling.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My previous post on Apecs was very well received, but I've seen a lot of people using the now-out-of-date code and somewhat struggling.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!
My website has gone through many iterations but I wanted to truly make it my own and have control of every aspect. My website is just as much for me as it is for the rest of the world and I enjoy tinkering with it now and again.
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.
This website is more than just a landing page for people looking to contact me, it's a trophy cabinet for all of my digital achievements, it's a canvas for thinking out loud and a place for me to tinker.
I've been playing around with Haskell for quite a while and I wanted to have a play around with a purely-functional graphics pipeline.
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.