Interacting with your Haskell Games using the Wiimote

Quite recently we have been focusing our attention on using new input devices in Haskell games. Wiimotes have many sensors, they are very cheap, and people have been hacking them for a long time.

On the state of GUI programming in Haskell

GUI programming in functional and logic languages tends to feel quite hard. There is nothing intrinsic in FP that makes GUI programming extra hard, but when everywhere else  you are surrounded by nice, abstract, compositional, high-level descriptive definitions, working at …