android
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FRP
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functional programming
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functional reactive programming
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game programming
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games
,
haskell
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ios
,
mobile apps
,
reactive
New Game Magic Cookies 2 Released for iOS and Android
We are really happy to announce Magic Cookies 2, our latest game for Android and iOS. You can download the game here.
Magic Cookies 2 is the sequel to the classic Magic Cookies.
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android
,
board games
,
FRP
,
functional programming
,
functional reactive programming
,
game programming
,
games
,
haskell
,
ios
,
iphone
,
mobile apps
,
mobile games
,
mobile haskell
Game Enpuzzled Released for Android and iOS
After two years of work, thousands of commits, and over 100 releases on iTunes and Android, we are very proud to release Enpuzzled, our latest game for Android and iOS. You can download the game here.
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android
,
code maintenance
,
functional programming
,
game programming
,
games
,
haskell
,
ios
,
iphone
,
mobile apps
,
mobile games
,
mobile haskell
,
software engineering
Cleaning the Big Picture - Haskell eXchange 2019 [Talk]
In October we had the great opportunity to give a talk at Haskell eXchange 2019, where we followed up on the discussion of maintaining mobiles games in Haskell.
Thanks a lot to the Haskell eXchange organizers for making this possible, and we are looking forward to future editions of Haskell eXchange!
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android
,
functional programming
,
game programming
,
games
,
haskell
,
ios
,
mobile apps
,
mobile games
,
mobile haskell
,
software engineering
Mobile Game Programming in Haskell - FARM 2019 [Talk]
At the end of August we were delighted to talk at FARM in Berlin about creating pure functional mobile games in Haskell. We explained the minimization of IO in our games, our compositional app/game structure, and how we can focus on creating games while not bothering about technical details like input devices, backends and platforms.
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android
,
board games
,
functional programming
,
functional reactive programming
,
game programming
,
ios
,
iphone
,
parallel haskell
,
reactive
,
yampa
Haskell on Android and iOS
We strongly believe that Haskell is one of the best choices for game and app programming. It’s declarative, it’s portable and it’s robust.
However, turning your Haskell code into an app that can be published on the App Store or Google Play for Android has always been painful.
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android
,
FRP
,
functional programming
,
functional reactive programming
,
game programming
,
games
,
haskell
,
magic cookies
,
reactive
,
yampa
Magic Cookies released on Google Play
We are pleased to announce that Magic Cookies! is now available on Google Play. The rules are simple: your objective is to remove all the cookies from the tray, but be careful: touching any position on the tray will toggle it, and also the one above, below, to the left and to the right.
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FRP
,
functional programming
,
functional reactive programming
,
game programming
,
games
,
haskell
,
kinect
,
Open Source
,
reactive
,
yampa
Shake your lambdas with Haskell and Kinect
A new version of the game Haskanoid, with Kinect support, has just been made available.
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android
,
FRP
,
functional programming
,
game programming
,
games
,
haskell
,
yampa
More Haskell games, graphic adventure engine, running on Android
We are extremely happy to announce that we now have several Haskell games working on Android, including our Graphic Adventure engine. Also, we have just begun beta-testing one of the games with real users via Google Play (aka. the Android Market).
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android
,
FRP
,
functional programming
,
functional reactive programming
,
game programming
,
games
,
haskell
,
parallel haskell
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 version was using the parallel library.
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android
,
FRP
,
functional programming
,
functional reactive programming
,
game programming
,
games
,
haskell
,
reactive
,
yampa
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 to increase the game speed by 700% on desktop, how we managed to go from increasing memory consumption in the order of hundreds of megabytes down to constant memory consumption of only 3MB. We’ll also see the impact it had on Android.
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