Earlier quoted context omitted.
Presumably this is newsworthy because everyone assumes building Tetris in Haskell is harder than in an imperative/OO language. This is a good thing because it proves that it's not.
He says its taken him a week to do it and has had to ask lots of people for help. So I'd say its much harder than in a language like C#. I could (and so could most other people here) make tetris in 1-2 days without help.
Tetris in Haskell
21–23 of 23 posts
Re: Tetris in Haskell
#22Earlier quoted context omitted.
He says its taken him a week to do it and has had to ask lots of people for help. So I'd say its much harder than in a language like C#. I could (and so could most other people here) make tetris in 1-2 days without help.
But the thing is, functional game development techniques are nowhere near as developed or established as those of OO game development. The solutions to the problems at hand aren't as immediately obvious. This comes to mind: http://prog21.dadgum.com/23.html
Re: Tetris in Haskell
#23Earlier quoted context omitted.
But the thing is, functional game development techniques are nowhere near as developed or established as those of OO game development. The solutions to the problems at hand aren't as immediately obvious. This comes to mind: http://prog21.dadgum.com/23.html
You don't need to do anything non-trivial for imperative/OO game programming. If something non-trivial is required for functional programming, then it is more difficult.
What I can tell you is that the backend (which really needs no state) is much more easier to write in Haskell IMHO.