Par thy Android – A short followup on “60 FPS to 500”

Last week we published a blog post briefly outlining several steps of optimization of a Haskell game. In the article, the last two steps, which referred to parallelism and concurrency respectively, were inverted, making it sound like the Android …

From 60 Frames per Second to 500 in Haskell

Haskell is often advertised as fast, easy to parallelize and to optimize. But how much of that is really true? We are going to demonstrate it using a game we are building, including how many changes we had to introduce …

Declarative Game Programming — slides, videos and code

Earlier this month, Henrik Nilsson & Ivan Perez presented a tutorial at PPDP 14 on Declarative Game Programming.

The goal was to show how real game programming is possible in a purely functional, declarative way. One way of doing …

A new version of Yampa is out (0.9.6)

Yampa is an impressive, arrowized, Functional Reactive Programming (FRP) implementation written in Haskell. We are using it to implement Android games at Keera Studios, and it has been used, among others, to implement the video game Frag (see video …

The most inspiring green screen you will ever see

While Haskell, Idris and other Functional Programming (FP) languages enable writing elegant code, the road to production is, well, bumpy. Writing code for industrial environments has added costs that make certain products too expensive and infeasible in practice. That is …