Optimizing Haskell games with minimal changes.

Hi Café, As you know, we are building Android games in Haskell, and efficiency is crucial. I often find myself trying to explain to other game programmers that the price to be paid in speed in exchange for the robustness and the clarity of the language is minimal; and that optimising and parallelising can be very easy. In our game we only had to apply very basic techniques (RWH, Chapter 25; Parallel & Concurrent Haskell, Chapter 2) to obtain a x7 speedup and reduce memory consumption from hundreds to 3MB on desktop. The number of changes to the codebase was minimal. I hope it helps support the case that using Haskell even for CPU demanding code is worth it. Our game now also runs smoothly on Android. Hopefully this will also help others trying to achieve the same thing. http://keera.co.uk/blog/2014/10/15/from-60-fps-to-500/ Cheers Ivan -- Facebook: https://www.facebook.com/keerastudios Twitter: https://twitter.com/KeeraStudios Web: http://www.keera.co.uk
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Ivan Perez