Game programming in Haskell
Game programming in Haskell
About the Book
Game Programming in Haskell, predictably gives an introduction on:
- how to write a game
- in Haskell
It is a practical book with code examples and pointers to open source code repositories. The aim is to get the readers to develop their own game as painlessly as possible, so that they can skip the technical hurdles and concentrate on the hard part, which is making a fun, compelling, entertaining game.
Note!: I discontinued selling this book, since I don;t have the time to edit it. Be aware that it:
- needs editing
- is out of date with the current Haskell Ecosystem
Peruse at your own peril :)
- Doing things the hard way
- Aim of this book
Chapter 1: Introducing graphics with Gloss and GLFW
- Why Gloss and GLFW
- The Canvas
- Gloss’ under the hood initialization
- The Loop
- Let’s draw something
- What next?
Chapter 2: State with FRP
- No life without state
- Transform our example
- Other modules of Elerea
- Dynamic graphs, and levels
- Ready to go
Chapter 3: Textures and animations
- Textures: using images in the game
- Bringing life to the characters
- Animations: stop motion
- Animations: skeletal animation and transformations
- Advanced animation
- The world is a bigger place: viewport
- Nearly there
Chapter 4: Sound
- Let’s code
- Advanced Sound
- Next: Miscellanea
Chapter 5: Making it into a real game
- Directory structure
- The knight fights back
- A full game: start screen, levels, scoring
- Window size management
- Next: testing
Chapter 6: Testing
- Revisiting directory structure, changes to cabal file
- Unit tests
- Enabling user tests: starting from a given point in the game
- Recording the action - and replaying it
- “Scripting” the game
- Next: TBD
Appendix A: Installation on Mac
Appendix B: useful tips for Haskell development
- Staying up to date
- An amazing resource
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