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	<title>Comments on: Haskell For Games!</title>
	<atom:link href="http://www.palgorithm.co.uk/2009/08/haskell-for-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.palgorithm.co.uk/2009/08/haskell-for-games/</link>
	<description>Discussion of algorithms for games, graphics and general engineering</description>
	<lastBuildDate>Fri, 11 Jun 2010 11:57:19 +0000</lastBuildDate>
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		<title>By: Conal Elliott</title>
		<link>http://www.palgorithm.co.uk/2009/08/haskell-for-games/comment-page-1/#comment-4253</link>
		<dc:creator>Conal Elliott</dc:creator>
		<pubDate>Sat, 16 Jan 2010 19:11:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.palgorithm.co.uk/?p=195#comment-4253</guid>
		<description>&lt;blockquote&gt;I’m still reading through most of the FRP material online. It appears to be well suited to modelling mixed discrete/continuous systems, such as real world robots, but I’m not yet sure that this translates very well to games or graphics in practice. Games are really quite discrete systems at heart. The concept of a frame is fairly deeply embedded, and I’m not sure if the FRP style of doing thing would obfuscate this.&lt;/blockquote&gt;

Yes, FRP intentionally obfuscates the discrete nature of typical game implementations.  Or put differently, the intent that led to FRP is to &lt;i&gt;un&lt;/i&gt;obfuscate the essence of the interactive behavior that typically gets implemented discretely (and imperatively) in applications like games.

A question to meditate over: Are games purely discrete systems at heart?  Or maybe are programmers so in the habit of &lt;i&gt;implementing&lt;/i&gt; games in a purely discrete fashion that we&#039;ve come to think of games as &lt;i&gt;being&lt;/i&gt; purely discrete at heart?</description>
		<content:encoded><![CDATA[<blockquote><p>I’m still reading through most of the FRP material online. It appears to be well suited to modelling mixed discrete/continuous systems, such as real world robots, but I’m not yet sure that this translates very well to games or graphics in practice. Games are really quite discrete systems at heart. The concept of a frame is fairly deeply embedded, and I’m not sure if the FRP style of doing thing would obfuscate this.</p></blockquote>
<p>Yes, FRP intentionally obfuscates the discrete nature of typical game implementations.  Or put differently, the intent that led to FRP is to <i>un</i>obfuscate the essence of the interactive behavior that typically gets implemented discretely (and imperatively) in applications like games.</p>
<p>A question to meditate over: Are games purely discrete systems at heart?  Or maybe are programmers so in the habit of <i>implementing</i> games in a purely discrete fashion that we&#8217;ve come to think of games as <i>being</i> purely discrete at heart?</p>
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		<title>By: brian</title>
		<link>http://www.palgorithm.co.uk/2009/08/haskell-for-games/comment-page-1/#comment-4236</link>
		<dc:creator>brian</dc:creator>
		<pubDate>Fri, 15 Jan 2010 21:13:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.palgorithm.co.uk/?p=195#comment-4236</guid>
		<description>I&#039;ve been trying to push Haskell games forward a little lately: http://hackage.haskell.org/package/boomslang</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been trying to push Haskell games forward a little lately: <a href="http://hackage.haskell.org/package/boomslang" rel="nofollow">http://hackage.haskell.org/package/boomslang</a></p>
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		<title>By: Sam Martin</title>
		<link>http://www.palgorithm.co.uk/2009/08/haskell-for-games/comment-page-1/#comment-2777</link>
		<dc:creator>Sam Martin</dc:creator>
		<pubDate>Mon, 07 Sep 2009 11:50:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.palgorithm.co.uk/?p=195#comment-2777</guid>
		<description>@Artyom I haven&#039;t spent much time looking at ATS yet, but it does look interesting. Thanks.

@dons Thanks, I haven&#039;t see either before. I&#039;ll check them out. 

I&#039;m still reading through most of the FRP material online. It appears to be well suited to modelling mixed discrete/continuous systems, such as real world robots, but I&#039;m not yet sure that this translates very well to games or graphics in practice. Games are really quite discrete systems at heart. The concept of a frame is fairly deeply embedded, and I&#039;m not sure if the FRP style of doing thing would obfuscate this.

&lt;a href=&quot;http://conal.net/Vertigo/&quot; rel=&quot;nofollow&quot;&gt;Conal Elliotts&lt;/a&gt; ideas for how to apply it to rendering were interesting though.</description>
		<content:encoded><![CDATA[<p>@Artyom I haven&#8217;t spent much time looking at ATS yet, but it does look interesting. Thanks.</p>
<p>@dons Thanks, I haven&#8217;t see either before. I&#8217;ll check them out. </p>
<p>I&#8217;m still reading through most of the FRP material online. It appears to be well suited to modelling mixed discrete/continuous systems, such as real world robots, but I&#8217;m not yet sure that this translates very well to games or graphics in practice. Games are really quite discrete systems at heart. The concept of a frame is fairly deeply embedded, and I&#8217;m not sure if the FRP style of doing thing would obfuscate this.</p>
<p><a href="http://conal.net/Vertigo/" rel="nofollow">Conal Elliotts</a> ideas for how to apply it to rendering were interesting though.</p>
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		<title>By: Don Stewart</title>
		<link>http://www.palgorithm.co.uk/2009/08/haskell-for-games/comment-page-1/#comment-2764</link>
		<dc:creator>Don Stewart</dc:creator>
		<pubDate>Sun, 06 Sep 2009 17:59:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.palgorithm.co.uk/?p=195#comment-2764</guid>
		<description>In case you haven&#039;t seen the related work in this area. Something like the Jane Street Summer of Code project?

 * LambdaCube - Haskell: Lambda Cube 3D Engine, http://www.haskell.org/haskellwiki/LambdaCubeEngine

 * hpysics. http://www.youtube.com/watch?v=uziCn2SBbxs  - the Google SoC project using data parallelism for a physics engine

Just demos of using a) reactive programming, and b) data parallelism, to write game engines. Proof of concept stuff.</description>
		<content:encoded><![CDATA[<p>In case you haven&#8217;t seen the related work in this area. Something like the Jane Street Summer of Code project?</p>
<p> * LambdaCube &#8211; Haskell: Lambda Cube 3D Engine, <a href="http://www.haskell.org/haskellwiki/LambdaCubeEngine" rel="nofollow">http://www.haskell.org/haskellwiki/LambdaCubeEngine</a></p>
<p> * hpysics. <a href="http://www.youtube.com/watch?v=uziCn2SBbxs" rel="nofollow">http://www.youtube.com/watch?v=uziCn2SBbxs</a>  &#8211; the Google SoC project using data parallelism for a physics engine</p>
<p>Just demos of using a) reactive programming, and b) data parallelism, to write game engines. Proof of concept stuff.</p>
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		<title>By: Artyom Shalkhakov</title>
		<link>http://www.palgorithm.co.uk/2009/08/haskell-for-games/comment-page-1/#comment-2411</link>
		<dc:creator>Artyom Shalkhakov</dc:creator>
		<pubDate>Wed, 12 Aug 2009 08:49:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.palgorithm.co.uk/?p=195#comment-2411</guid>
		<description>Very interesting, but a lot of hand-waving. :)

I suppose that more practical solution would be to adopt a language like ATS, which allows one to work on a very low level but still maintaining safety (you can statically guarantee termination if you wish, for example -- not that you&#039;d want to :) and you can get rid of any &quot;free freed memory&quot; errors, etc.). It has many interesting features regarding it&#039;s type system (that is far more expressive than Haskell&#039;s).

Haskell OTOH is so beautiful. :)</description>
		<content:encoded><![CDATA[<p>Very interesting, but a lot of hand-waving. <img src='http://www.palgorithm.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I suppose that more practical solution would be to adopt a language like ATS, which allows one to work on a very low level but still maintaining safety (you can statically guarantee termination if you wish, for example &#8212; not that you&#8217;d want to <img src='http://www.palgorithm.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  and you can get rid of any &#8220;free freed memory&#8221; errors, etc.). It has many interesting features regarding it&#8217;s type system (that is far more expressive than Haskell&#8217;s).</p>
<p>Haskell OTOH is so beautiful. <img src='http://www.palgorithm.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: repi</title>
		<link>http://www.palgorithm.co.uk/2009/08/haskell-for-games/comment-page-1/#comment-2390</link>
		<dc:creator>repi</dc:creator>
		<pubDate>Mon, 10 Aug 2009 20:39:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.palgorithm.co.uk/?p=195#comment-2390</guid>
		<description>Great talk &amp; post Sam!</description>
		<content:encoded><![CDATA[<p>Great talk &amp; post Sam!</p>
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