
I keep asking myself the question is Haskell and/or FRP even suitable for
game programming.
And if so are there any design patterns.
2010/5/19 Patai Gergely
I that the saw sleep time at each loop is fixed (0.02). So game speed will depend on processor speed, since with a more powerful CPU frames will be computed quicklier? Yes, that's how it works.
So we don't have (with the Simple branch) some way to say "I want my sprite to move 100 pixels *per second* on the left", except if we provide ourselves a time signal? That's exactly the case, although I'd probably provide a delta time signal. The Simple version is a discrete stream library, and it doesn't pretend to have continuous-time abstractions.
Gergely
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