
7 Nov
2013
7 Nov
'13
11:02 a.m.
Ryan Trinkle
Hi Franco, Have you considered allowing the user of your game engine to supply his or
her own type for the game state? You could combine this with any state that the engine itself needs, like so:
data GameState a = GameState EngineState a
Then, your user could make use of 'GameState MyGameState' to hold both his
or her own game's state as well as the engine's state.
A very elegant and simple solution, thank you!