
One problem with Elerea experimental branch besides the update time control:
the memo function. I can't understand when I have to call it and when I
don't.
Just to know, have you been told of a language dedicated to reactive
programming (even experimental)? I mean, not an embedded language just like
Yampa is.
2010/5/24 Patai Gergely
IMO: For AAA game programming? Definitely not. For exploring new ways of doing game programming and having a lot of fun and frustration? Sure! For making casual games? I don't know. Why not casual games? I don't see any immediate difficulty. Do you have any particular bad experience?
Limestraël:
I find Elerea fine so far, but it is still experimental and more limited than Yampa. Well, it's more expressive in one way and more limited in another. Elerea lifts some limitations of Yampa by extending it with the ArrowApply/Monad interface, and you can certainly reimplement all the crazy switching combinators using the basic building blocks provided by the library. However, you cannot stop a signal in Elerea, while that's trivial in Yampa. I believe Elerea needs two more basic combinators: a simple 'untilB'-like switcher (mainly to be able to tell when a signal ends) and a freezing modifier that allows you to control the updates of a signal (or more like a whole subnetwork). The semantics of the latter is not clear to me yet (I don't intend to introduce a full-fledged clock calculus à la Lucid Synchrone if it's possible to avoid), and I want to work it out properly before implementing anything.
Gergely
-- http://www.fastmail.fm - Choose from over 50 domains or use your own
_______________________________________________ Haskell-Cafe mailing list Haskell-Cafe@haskell.org http://www.haskell.org/mailman/listinfo/haskell-cafe