Re: [Haskell-cafe] [Haskell-beginners] DOOM rewritten in the Haskell programming language.

On Sun, 06 Dec 2015 16:21:15 +0100, David Blubaugh
TO ALL, Hello My name is David Allen Blubaugh. I am currently considering starting a kick-starter project in redeveloping the DOOM source code with the Haskell Programming language using the power of functional-oriented programming...... I know that John Carmack was interested in the Haskell programming language and had even recreated wolfenstein 3D using the Haskell programming language. Does anybody have a copy of John Carmack's recreation of wolfenstein 3D using haskell ??? Also would anybody enjoy working with this project ??? What benefits would DOOM have enjoyed had ID software created the DOOM source code in 1993 with Haskell or some other functional-oriented programming language instead of C/assembly programming languages ??? Thanks, David Allen BlubaughElectrical EngineerATR Associate
I don't know about his source code, but the Games page[0] lists: - hadoom A clone of Doom, using reactive-banana, GTK, and the "diagrams" library. https://github.com/ocharles/hadoom - Frag A 3D first person shooting game https://wiki.haskell.org/Frag These might be helpful. Advantages, when developing software in Haskell, are faster development with fewer bugs. Disadvantages are: the compiled programs are slower then when written in C and the garbage collection of a Haskell program (when compiled with GHC) might sometimes cause delays in screen updates. Regards, Henk-Jan van Tuyl [0] https://wiki.haskell.org/Games -- Folding@home What if you could share your unused computer power to help find a cure? In just 5 minutes you can join the world's biggest networked computer and get us closer sooner. Watch the video. http://folding.stanford.edu/ http://Van.Tuyl.eu/ http://members.chello.nl/hjgtuyl/tourdemonad.html Haskell programming --

On 7 Dec 2015, at 4:19 am, Henk-Jan van Tuyl
wrote: On Sun, 06 Dec 2015 16:21:15 +0100, David Blubaugh
wrote: TO ALL, Hello My name is David Allen Blubaugh. I am currently considering starting a kick-starter project in redeveloping the DOOM source code with the Haskell Programming language using the power of functional-oriented programming...... I know that John Carmack was interested in the Haskell programming language and had even recreated wolfenstein 3D using the Haskell programming language. Does anybody have a copy of John Carmack's recreation of wolfenstein 3D using haskell ??? Also would anybody enjoy working with this project ??? What benefits would DOOM have enjoyed had ID software created the DOOM source code in 1993 with Haskell or some other functional-oriented programming language instead of C/assembly programming languages ??? Thanks, David Allen BlubaughElectrical EngineerATR Associate
LambdaCube 3D Quake level renderer: https://lambdacube3d.wordpress.com/2012/09/08/some-eye-candy/ https://lambdacube3d.wordpress.com/2012/09/08/some-eye-candy/ Ben.

Here is the Quake 3 renderer code (pure function run on GPU) for:
- LambdaCube 3D http://lambdacube3d.com/:
https://github.com/csabahruska/quake3
- GPipe2 https://hackage.haskell.org/package/GPipe:
https://github.com/csabahruska/gpipe-quake3
Both must work with cabal install.
Csaba
On Mon, Dec 7, 2015 at 12:30 AM, Ben Lippmeier
On 7 Dec 2015, at 4:19 am, Henk-Jan van Tuyl
wrote: On Sun, 06 Dec 2015 16:21:15 +0100, David Blubaugh < davidblubaugh2000@yahoo.com> wrote:
TO ALL, Hello My name is David Allen Blubaugh. I am currently considering starting a kick-starter project in redeveloping the DOOM source code with the Haskell Programming language using the power of functional-oriented programming...... I know that John Carmack was interested in the Haskell programming language and had even recreated wolfenstein 3D using the Haskell programming language. Does anybody have a copy of John Carmack's recreation of wolfenstein 3D using haskell ??? Also would anybody enjoy working with this project ??? What benefits would DOOM have enjoyed had ID software created the DOOM source code in 1993 with Haskell or some other functional-oriented programming language instead of C/assembly programming languages ??? Thanks, David Allen BlubaughElectrical EngineerATR Associate
LambdaCube 3D Quake level renderer:
https://lambdacube3d.wordpress.com/2012/09/08/some-eye-candy/
Ben.
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On Sun, Dec 6, 2015 at 5:19 PM Henk-Jan van Tuyl
On Sun, 06 Dec 2015 16:21:15 +0100, David Blubaugh
wrote: TO ALL, Hello My name is David Allen Blubaugh. I am currently considering starting a kick-starter project in redeveloping the DOOM source code with the Haskell Programming language using the power of functional-oriented programming...... I know that John Carmack was interested in the Haskell programming language and had even recreated wolfenstein 3D using the Haskell programming language. Does anybody have a copy of John Carmack's recreation of wolfenstein 3D using haskell ??? Also would anybody enjoy working with this project ??? What benefits would DOOM have enjoyed had ID software created the DOOM source code in 1993 with Haskell or some other functional-oriented programming language instead of C/assembly programming languages ??? Thanks, David Allen BlubaughElectrical EngineerATR Associate
I don't know about his source code, but the Games page[0] lists: - hadoom A clone of Doom, using reactive-banana, GTK, and the "diagrams" library. https://github.com/ocharles/hadoom
Possibly worth noting that hadoom is not a source-port of Doom - it's inspired by Doom's approach to level editing (2.5D), but beyond that there isn't much cross over. For example, I use full triangulation for rendering via OpenGL, rather than building my own rendering engine. The level format is also different from WAD. http://mail.haskell.org/cgi-bin/mailman/listinfo/haskell-cafe Ollie
participants (4)
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Ben Lippmeier
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Csaba Hruska
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Henk-Jan van Tuyl
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Oliver Charles