ANN: FunGEn-0.3 simple 2D game engine released

All - inspired by #haskell-game, I'm pleased to announce that FunGEn has been revived as a community project. This makes Andre Furtado's 2002 work available to the new generation of haskell game developers. :) FunGEn (Functional Game Engine) is a platform-independent, BSD- licensed, easy-to-install 2D game engine currently based on OpenGL and GLUT. As of 2011 it is the only general-purpose game engine, and the easiest way to throw together simple 2D games, in Haskell. On the downside, I'm told GLUT can't handle simultaneous keypresses, but the included examples are quite playable. If Andre reads this and would like to get involved, or send corrections to my doc updates, that would be great. In any case, I hope to see your forks and patches making this better. This is also a chance to test darcsden.com's ability to serve as a lighter github. Release: http://hackage.haskell.org/package/FunGEn Code and docs: http://darcsden.com/simon/fungen Original home, more docs: http://www.cin.ufpe.br/~haskell/fungen Best, -Simon On Feb 10, 2011, at 12:40 PM, Simon Michael wrote:
Hi Andre, wman.. you guys haven't been responding, but FYI #haskell- game IRC channel has been revived and I have just been updating FunGEn's status on the wiki a bit:
http://www.haskell.org/haskellwiki/Applications_and_libraries/Games#Game_Eng...
http://www.haskell.org/haskellwiki/Game_Development
If you're available/interested to join us on the channel, or update the hackage package, you'd be welcome! Otherwise perhaps we'll take a shot at it some time in future.
Best, -Simon

Wow.
I've been working almost exclusively with GLUT because it seems to be
the only multi-platform graphics toolkit that works for me. This looks
great! It certainly seems to take the pain out of texture-loading
which always drives me up the wall.
The examples seem to be loading OpenGL in order to access GLdouble.
Apart from this there seem to be no underlying libraries exposed.
Would it be worth re-exporting a type-aliased GLdouble to completely
hide the implementation?
I will definitely play with this some more :)
On Mon, Feb 14, 2011 at 4:33 AM, Simon Michael
All - inspired by #haskell-game, I'm pleased to announce that FunGEn has been revived as a community project. This makes Andre Furtado's 2002 work available to the new generation of haskell game developers. :)
FunGEn (Functional Game Engine) is a platform-independent, BSD-licensed, easy-to-install 2D game engine currently based on OpenGL and GLUT. As of 2011 it is the only general-purpose game engine, and the easiest way to throw together simple 2D games, in Haskell. On the downside, I'm told GLUT can't handle simultaneous keypresses, but the included examples are quite playable.
If Andre reads this and would like to get involved, or send corrections to my doc updates, that would be great. In any case, I hope to see your forks and patches making this better. This is also a chance to test darcsden.com's ability to serve as a lighter github.
Release: http://hackage.haskell.org/package/FunGEn Code and docs: http://darcsden.com/simon/fungen Original home, more docs: http://www.cin.ufpe.br/~haskell/fungen
Best, -Simon
On Feb 10, 2011, at 12:40 PM, Simon Michael wrote:
Hi Andre, wman.. you guys haven't been responding, but FYI #haskell-game IRC channel has been revived and I have just been updating FunGEn's status on the wiki a bit:
http://www.haskell.org/haskellwiki/Applications_and_libraries/Games#Game_Eng...
http://www.haskell.org/haskellwiki/Game_Development
If you're available/interested to join us on the channel, or update the hackage package, you'd be welcome! Otherwise perhaps we'll take a shot at it some time in future.
Best, -Simon
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Thanks Lyndon, On Feb 13, 2011, at 1:24 PM, Lyndon Maydwell wrote:
I've been working almost exclusively with GLUT because it seems to be the only multi-platform graphics toolkit that works for me. This looks great! It certainly seems to take the pain out of texture-loading which always drives me up the wall.
Great.
The examples seem to be loading OpenGL in order to access GLdouble. Apart from this there seem to be no underlying libraries exposed. Would it be worth re-exporting a type-aliased GLdouble to completely hide the implementation?
FunGEn previously used Double there, and I "fixed" it without full understanding to get things building (guessing maybe it was right to use the GL types for efficiency). You can darcs send a patch, or much better, fork the repo on darcsden so I/we can preview/pull it from there.

I've never used darcsden before. I take it your username is simon?
On Mon, Feb 14, 2011 at 5:43 AM, Simon Michael
Would it be worth re-exporting a type-aliased GLdouble to completely hide the implementation?
PS, and now I understand more clearly - yes, you're quite right. I meant to do that.
Perhaps some day it could use a graphics-and-IO abstraction layer (like HaskGame).
participants (2)
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Lyndon Maydwell
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Simon Michael