
I've done some basic nehe tutorial :) (lesson 2-5)
Here you are!
Maybe we can place them on the wiki.
Cheers,
Csaba
2009/5/5 Corey O'Connor
This is a list about Haskell and OpenGL so I say your questions are just fine for this list ;-) Course, if anybody disagrees well I'll be interested in hearing why.
I don't know of any complete guides for Haskell+OpenGL specifically. The standard OpenGL bindings support a programming model that doesn't deviate too much from programming OpenGL in a procedural language. So guides that apply to C/C++ can be translated to Haskell without too much effort. There are high level APIs for doing graphics in Haskell which support more functional programming models. I have no experience with those. Sounds like you are looking for the NeHe tutorials implemented in Haskell. (http://nehe.gamedev.net/) Which I don't think has been done yet. Though that would be an interesting project for our group to attack.
How about you start describing the graphical requirements for the game to the list and we can start some discussion on how best to satisfy those requirements using Haskell? What kind of graphical effects are you hoping to produce? In what way should the graphics be dynamic? In what way are they static? For instance, typically a MMO has a static environment: The static arrangement of planets in Eve Online; The static terrain and buildings of World of Warcraft.
Cheers, Corey O'Connor
On Wed, Mar 18, 2009 at 1:40 AM, u5h
wrote: I feel a little bad spamming the list with this, but the number of people I've met who know how to work Haskell/OpenGL is about zero. I'm trying to find some sort of excellent guide to Haskell/OpenGL, if one is indeed written, to help me fill out an idea for a MMO??? that's been lingering in my head for a while - also, any excellent Haskell coders willing to assist with an open source, modular online game with amazing visuals and whatnot may as well contact me, right?
I will probably receive replies telling me to do this in another language or something - but that's no fun, is it? The mathematical versatility of Haskell along with the ridiculous conciseness make it ideal for this project, even if I have to use some strange FRP approach.
rjq@gmx.com
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