Re: [Haskell-cafe] FRP for game programming / artifical life simulation

2010-04-22 Thread Ben Christy
I agree, thank you for the info. On Thu, Apr 22, 2010 at 9:57 PM, Duane Johnson wrote: > This is really good stuff, Luke. I am interested in learning more, > especially in seeing examples or actual game code that implement the more > common parts of a game. I build a game ("silkworm") in Haskel

Re: [Haskell-cafe] FRP for game programming / artifical life simulation

2010-04-22 Thread Duane Johnson
This is really good stuff, Luke. I am interested in learning more, especially in seeing examples or actual game code that implement the more common parts of a game. I build a game ("silkworm") in Haskell that was one of my first Haskell programs. The code was not pretty, and I always fel

Re: [Haskell-cafe] FRP for game programming / artifical life simulation

2010-04-21 Thread Luke Palmer
On Wed, Apr 21, 2010 at 4:47 PM, Ben Christy wrote: > I have an interest in both game programming and artificial life. I have > recently stumbled on Haskell and would like to take a stab at programming a > simple game using FRP such as YAMPA or Reactive but I am stuck. I am not > certain which one

[Haskell-cafe] FRP for game programming / artifical life simulation

2010-04-21 Thread Ben Christy
I have an interest in both game programming and artificial life. I have recently stumbled on Haskell and would like to take a stab at programming a simple game using FRP such as YAMPA or Reactive but I am stuck. I am not certain which one I should choose. It seems that Reactive is more active but i